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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@@ -25,6 +25,27 @@ namespace
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{
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std::atomic<uint64> GNextStrateManagerLifetimeId { 0 };
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int64 VF_OwnerVoxelsToMicrometres(double OwnerVoxels)
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{
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return static_cast<int64>(std::llround(
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OwnerVoxels * static_cast<double>(VOXEL_SIZE) * 10000.0));
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}
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float VF_ResolvedWorldMicrometresToOwnerVoxels(int64 WorldMicrometres)
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{
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return static_cast<float>(static_cast<double>(WorldMicrometres)
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/ (static_cast<double>(VOXEL_SIZE) * 10000.0));
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}
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int64 VF_FloorDivide64(int64 Numerator, int64 Denominator)
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{
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if (Denominator <= 0) return 0;
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int64 Quotient = Numerator / Denominator;
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const int64 Remainder = Numerator % Denominator;
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if (Remainder < 0) --Quotient;
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return Quotient;
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}
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// Exact A/B switch for the repeated passage-floor projection item. The other field-
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// preserving rewrites in this round are deliberately unconditional; this switch isolates
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// the projection reuse without changing any density arithmetic.
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@@ -1301,8 +1322,11 @@ bool UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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}
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}
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// Current Z position (in chunks). Starts at 0 and goes downward (negative).
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int32 CurrentTopZ = 0;
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// Resolve the stack in physical integer micrometres first. The historical chunk indices are
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// projected from these half-open bounds only after each slot is complete.
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int64 CurrentTopWorldMicrometres = StrateLayoutChunkSizeMicrometres;
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const int64 ResolvedGapMicrometres = static_cast<int64>(LayoutGapChunks)
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* StrateLayoutChunkSizeMicrometres;
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for (int32 i = 0; i < TotalStrates; i++)
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{
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@@ -1357,16 +1381,28 @@ bool UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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const int32 LayoutChunkVoxels=FMath::RoundToInt(StrateLayoutChunkWidthVoxels);
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Slot.TopChunkZ = SeasonStrate.TopWorldZ / LayoutChunkVoxels - 1;
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Slot.BottomChunkZ = SeasonStrate.BottomWorldZ / LayoutChunkVoxels;
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Slot.TopWorldMicrometres = (static_cast<int64>(Slot.TopChunkZ) + 1)
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* StrateLayoutChunkSizeMicrometres;
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Slot.BottomWorldMicrometres = static_cast<int64>(Slot.BottomChunkZ)
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* StrateLayoutChunkSizeMicrometres;
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Slot.HeightMicrometres = Slot.TopWorldMicrometres - Slot.BottomWorldMicrometres;
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const int64 ExpectedTopChunk = VF_FloorDivide64(
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CurrentTopWorldMicrometres, StrateLayoutChunkSizeMicrometres) - 1;
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const int64 ExpectedBottomChunk = ExpectedTopChunk - (Slot.HeightInChunks - 1);
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if (SeasonStrate.TopWorldZ % LayoutChunkVoxels != 0
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|| SeasonStrate.BottomWorldZ % LayoutChunkVoxels != 0
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|| Slot.TopChunkZ != CurrentTopZ
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|| Slot.BottomChunkZ != CurrentTopZ - (Slot.HeightInChunks - 1))
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|| Slot.TopChunkZ != ExpectedTopChunk
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|| Slot.BottomChunkZ != ExpectedBottomChunk
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|| Slot.TopWorldMicrometres != CurrentTopWorldMicrometres
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|| Slot.HeightMicrometres != static_cast<int64>(Slot.HeightInChunks)
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* StrateLayoutChunkSizeMicrometres)
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{
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UE_LOG(LogTemp, Error,
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TEXT("[StrateManager] Season slot %d bounds do not describe the declared stacked layout."), i);
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RestorePreviousLayout();
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return false;
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}
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CurrentTopWorldMicrometres = Slot.BottomWorldMicrometres - ResolvedGapMicrometres;
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SeasonStrates.Add(SeasonStrate);
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}
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else
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@@ -1389,15 +1425,50 @@ bool UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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continue;
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}
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// Compute Z range from definition's height
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// Resolve the authored chunk height into an exact physical interval.
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Slot.HeightInChunks = Slot.Definition->StrateHeightInChunks;
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Slot.TopChunkZ = CurrentTopZ;
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Slot.BottomChunkZ = CurrentTopZ - (Slot.HeightInChunks - 1);
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Slot.TopWorldMicrometres = CurrentTopWorldMicrometres;
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Slot.HeightMicrometres = static_cast<int64>(Slot.HeightInChunks)
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* StrateLayoutChunkSizeMicrometres;
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Slot.BottomWorldMicrometres = Slot.TopWorldMicrometres - Slot.HeightMicrometres;
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Slot.TopChunkZ = static_cast<int32>(VF_FloorDivide64(
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Slot.TopWorldMicrometres, StrateLayoutChunkSizeMicrometres) - 1);
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Slot.BottomChunkZ = static_cast<int32>(VF_FloorDivide64(
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Slot.BottomWorldMicrometres, StrateLayoutChunkSizeMicrometres));
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CurrentTopWorldMicrometres = Slot.BottomWorldMicrometres - ResolvedGapMicrometres;
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}
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// Move the cursor down for the next strate, leaving a solid-bedrock gap of
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// InterStrateGapChunks chunks between this strate and the next.
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CurrentTopZ = Slot.BottomChunkZ - 1 - LayoutGapChunks;
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Slot.ResolvedTransitionType = Slot.Definition->TransitionType;
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Slot.ResolvedTransitionBlendChunks = Slot.Definition->TransitionBlendChunks;
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Slot.TransitionWidthMicrometres = static_cast<int64>(
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Slot.ResolvedTransitionBlendChunks) * StrateLayoutChunkSizeMicrometres;
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Slot.ResolvedPassageConfig = Slot.Definition->PassageConfig;
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Slot.PassageMouthRadiusMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.MouthRadius);
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Slot.PassageMidRadiusMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.MidRadius);
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Slot.PassageReachMinimumMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.ReachMin);
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Slot.PassageReachMaximumMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.ReachMax);
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Slot.PassageDistanceMinimumMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.DistanceMin);
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Slot.PassageDistanceMaximumMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.DistanceMax);
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Slot.PassageWanderMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.Wander);
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Slot.PassageVerticalWobbleMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.VerticalWobble);
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Slot.PassageSpiralRadiusMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.SpiralRadius);
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Slot.PassageCascadeLedgeMicrometres = VF_OwnerVoxelsToMicrometres(
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Slot.ResolvedPassageConfig.CascadeLedge);
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Slot.LegacyTopWorldZVoxels = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Slot.TopWorldMicrometres);
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Slot.LegacyBottomWorldZVoxels = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Slot.BottomWorldMicrometres);
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Slot.LegacyHeightVoxels = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Slot.HeightMicrometres);
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StrateLayout.Add(Slot);
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@@ -1430,6 +1501,7 @@ bool UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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OriginSpineRadius = bUseSeason
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? SeasonManifest.OriginSpineRadius : Settings->OriginSpineRadius;
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InterStrateGapChunks = LayoutGapChunks;
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ResolvedInterStrateGapMicrometres = ResolvedGapMicrometres;
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if (bUseSeason)
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{
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ActiveSeasonContentHash = SeasonManifest.ContentHash;
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@@ -1538,8 +1610,8 @@ bool UVoxelStrateManager::SetComposerOverrideForStrate(
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}
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VF_SetComposerRuntimeBounds(
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Override->Params,
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(float)(TargetSlot->TopChunkZ + 1) * StrateLayoutChunkWidthVoxels,
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(float)TargetSlot->BottomChunkZ * StrateLayoutChunkWidthVoxels);
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TargetSlot->LegacyTopWorldZVoxels,
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TargetSlot->LegacyBottomWorldZVoxels);
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Override->bUseRecipe = bUseRecipe;
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if (Recipe != nullptr)
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{
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@@ -1558,8 +1630,8 @@ bool UVoxelStrateManager::SetComposerOverrideForStrate(
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Override->bUseRegions = true;
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Override->Regions = *InRegions;
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VF_RekeyStrateRegionManifest(Override->Regions, CandidateSeed, StrateIndex);
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Override->Regions.StrateTopWorldZ = (float)(TargetSlot->TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
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Override->Regions.StrateBottomWorldZ = (float)TargetSlot->BottomChunkZ * StrateLayoutChunkWidthVoxels;
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Override->Regions.StrateTopWorldZ = TargetSlot->LegacyTopWorldZVoxels;
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Override->Regions.StrateBottomWorldZ = TargetSlot->LegacyBottomWorldZVoxels;
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VF_SetStrateArchetypeRuntimeBounds(Override->Params,
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Override->Regions.StrateTopWorldZ,
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Override->Regions.StrateBottomWorldZ);
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@@ -1806,14 +1878,36 @@ void UVoxelStrateManager::GeneratePassages()
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// that opens the next room rather than a second vertical spine.
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const UVoxelStrateDefinition* UpperDef = Upper.Definition;
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if (!UpperDef) continue;
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const FStratePassageConfig& Cfg = UpperDef->PassageConfig;
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// GeneratePassages is the legacy owner-voxel route adapter. Its immutable source is the
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// physical passage record resolved during Initialize, converted back to owner voxels here.
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FStratePassageConfig Cfg = Upper.ResolvedPassageConfig;
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Cfg.MouthRadius = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageMouthRadiusMicrometres);
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Cfg.MidRadius = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageMidRadiusMicrometres);
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Cfg.ReachMin = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageReachMinimumMicrometres);
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Cfg.ReachMax = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageReachMaximumMicrometres);
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Cfg.DistanceMin = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageDistanceMinimumMicrometres);
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Cfg.DistanceMax = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageDistanceMaximumMicrometres);
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Cfg.Wander = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageWanderMicrometres);
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Cfg.VerticalWobble = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageVerticalWobbleMicrometres);
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Cfg.SpiralRadius = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageSpiralRadiusMicrometres);
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Cfg.CascadeLedge = VF_ResolvedWorldMicrometresToOwnerVoxels(
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Upper.PassageCascadeLedgeMicrometres);
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// Upper strate floor and lower strate ceiling (differ when there's a bedrock gap).
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const float UpperTopZ = (float)(Upper.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
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const float UpperBottomZ = (float)(Upper.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float LowerTopZ = (float)(Lower.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
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const float UpperMax = (float)Upper.HeightInChunks * StrateLayoutChunkWidthVoxels * 0.9f;
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const float LowerMax = (float)Lower.HeightInChunks * StrateLayoutChunkWidthVoxels * 0.9f;
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const float UpperTopZ = Upper.LegacyTopWorldZVoxels;
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const float UpperBottomZ = Upper.LegacyBottomWorldZVoxels;
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const float LowerTopZ = Lower.LegacyTopWorldZVoxels;
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const float UpperMax = Upper.LegacyHeightVoxels * 0.9f;
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const float LowerMax = Lower.LegacyHeightVoxels * 0.9f;
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const float DistLo = FMath::Min(Cfg.DistanceMin, Cfg.DistanceMax);
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const float DistHi = FMath::Max(Cfg.DistanceMin, Cfg.DistanceMax);
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@@ -1943,7 +2037,7 @@ void UVoxelStrateManager::GeneratePassages()
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LowerDef->FloatingIslandParams,
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LowerQuerySeed,
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LowerTopZ,
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(float)(Lower.BottomChunkZ) * StrateLayoutChunkWidthVoxels,
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Lower.LegacyBottomWorldZVoxels,
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PX,
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PY,
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MaxLateralSnap,
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@@ -2003,7 +2097,7 @@ void UVoxelStrateManager::GeneratePassages()
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if (bAimedLowerAtPlayerFitPoint)
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{
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const float LowerSealThickness = BoundarySealThicknessFor(*LowerDef);
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const float LowerBottomZ = (float)(Lower.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float LowerBottomZ = Lower.LegacyBottomWorldZVoxels;
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const float InnerBottomZ = LowerBottomZ + LowerSealThickness;
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const float InnerTopZ = LowerTopZ - LowerSealThickness;
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if (VoxelMath::IsFinite(SuggestedLowerPoint.X)
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@@ -2171,7 +2265,7 @@ void UVoxelStrateManager::GeneratePassages()
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Cfg.MouthRadius,
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LowerDoorDirection,
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LowerTopZ,
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(float)(Lower.BottomChunkZ) * StrateLayoutChunkWidthVoxels,
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Lower.LegacyBottomWorldZVoxels,
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LowerDef ? BoundarySealThicknessFor(*LowerDef) : 0.0f,
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bAimedLowerAtPlayerFitPoint);
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Passage.UpperPoint = Passage.UpperLanding.StandingPoint;
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@@ -2596,8 +2690,8 @@ void UVoxelStrateManager::GeneratePassages()
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if (bOpenSurfaceEntry && OriginSpineRadius > 0.0f && StrateLayout.Num() > 0)
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{
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const FStrateSlot& Top = StrateLayout[0];
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const float TopZ = (float)(Top.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = (float)Top.BottomChunkZ * StrateLayoutChunkWidthVoxels;
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const float TopZ = Top.LegacyTopWorldZVoxels;
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const float BottomZ = Top.LegacyBottomWorldZVoxels;
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const float TopSeal = Top.Definition
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? BoundarySealThicknessFor(*Top.Definition) : 0.0f;
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const VoxelPassageGeometry::FOriginLandingGeometry OriginLanding =
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@@ -5922,8 +6016,8 @@ bool UVoxelStrateManager::AnyLandingFloorAtLattice(
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (Slot.Definition == nullptr) continue;
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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const float Seal = VF_BoundarySealThicknessForDefinition(*Slot.Definition);
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const VoxelPassageGeometry::FOriginLandingGeometry Geometry =
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VoxelPassageGeometry::BuildOriginLandingGeometry(
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@@ -5965,8 +6059,8 @@ bool UVoxelStrateManager::AnyOriginLandingNearBox(
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (Slot.Definition == nullptr) continue;
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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if (VoxelPassageGeometry::OriginLandingRoomTouchesBox(
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VoxelBox, TopZ, BottomZ,
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VF_BoundarySealThicknessForDefinition(*Slot.Definition),
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@@ -5986,8 +6080,8 @@ bool UVoxelStrateManager::AnyOriginLandingFloorNearBox(
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (Slot.Definition == nullptr) continue;
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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if (VoxelPassageGeometry::OriginLandingFloorTouchesBox(
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VoxelBox, TopZ, BottomZ,
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VF_BoundarySealThicknessForDefinition(*Slot.Definition),
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@@ -6011,8 +6105,8 @@ bool UVoxelStrateManager::AnyOriginLandingNearLattice(
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (Slot.Definition == nullptr) continue;
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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const float Seal = VF_BoundarySealThicknessForDefinition(*Slot.Definition);
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if (VoxelPassageGeometry::OriginLandingRoomTouchesLattice(
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VoxelBox, LatticeOrigin, Step, TopZ, BottomZ, Seal, OriginSpineRadius,
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@@ -6049,8 +6143,8 @@ bool UVoxelStrateManager::AnyOriginLandingAirNearLattice(
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{
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continue;
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}
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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const float Seal = VF_BoundarySealThicknessForDefinition(*Slot.Definition);
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const VoxelPassageGeometry::FOriginLandingGeometry Geometry =
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VoxelPassageGeometry::BuildOriginLandingGeometry(
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@@ -6126,8 +6220,8 @@ bool UVoxelStrateManager::AnyOriginLandingFloorNearLattice(
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for (const FStrateSlot& Slot : StrateLayout)
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{
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if (Slot.Definition == nullptr) continue;
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const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * StrateLayoutChunkWidthVoxels;
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const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
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const float TopZ = Slot.LegacyTopWorldZVoxels;
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const float BottomZ = Slot.LegacyBottomWorldZVoxels;
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const float Seal = VF_BoundarySealThicknessForDefinition(*Slot.Definition);
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if (VoxelPassageGeometry::OriginLandingFloorTouchesLattice(
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VoxelBox, LatticeOrigin, Step, TopZ, BottomZ, Seal, OriginSpineRadius))
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@@ -6144,15 +6238,36 @@ bool UVoxelStrateManager::AnyOriginLandingFloorNearLattice(
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int32 UVoxelStrateManager::FindSlotIndexForChunkZ(int32 ChunkZ) const
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{
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// Linear search through strate layout.
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// With ~10-20 strates this is fine. If we ever have hundreds,
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// switch to binary search (layout is sorted by Z).
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for (int32 i = 0; i < StrateLayout.Num(); i++)
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// Legacy chunk callers use the projected interval cached during Initialize. The source bounds
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// are the slot's physical micrometre interval; these indices do not define or stack strates.
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for (int32 i = 0; i < StrateLayout.Num(); ++i)
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{
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const FStrateSlot& Slot = StrateLayout[i];
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if (ChunkZ <= Slot.TopChunkZ && ChunkZ >= Slot.BottomChunkZ)
|
||||
if (ChunkZ <= Slot.TopChunkZ && ChunkZ >= Slot.BottomChunkZ) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int32 UVoxelStrateManager::FindSlotIndexForWorldZCentimetres(double WorldZCentimetres) const
|
||||
{
|
||||
const double WorldZMicrometres = WorldZCentimetres * 10000.0;
|
||||
int32 Low = 0;
|
||||
int32 High = StrateLayout.Num() - 1;
|
||||
while (Low <= High)
|
||||
{
|
||||
const int32 Mid = Low + (High - Low) / 2;
|
||||
const FStrateSlot& Slot = StrateLayout[Mid];
|
||||
if (WorldZMicrometres >= static_cast<double>(Slot.TopWorldMicrometres))
|
||||
{
|
||||
return i;
|
||||
High = Mid - 1;
|
||||
}
|
||||
else if (WorldZMicrometres < static_cast<double>(Slot.BottomWorldMicrometres))
|
||||
{
|
||||
Low = Mid + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Mid;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
@@ -6160,9 +6275,8 @@ int32 UVoxelStrateManager::FindSlotIndexForChunkZ(int32 ChunkZ) const
|
||||
|
||||
UVoxelStrateDefinition* UVoxelStrateManager::GetStrateAt(float WorldZ) const
|
||||
{
|
||||
// Convert world Z to chunk Z coordinate
|
||||
int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / StrateLayoutChunkWidthVoxels);
|
||||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||||
if (!FMath::IsFinite(WorldZ)) return nullptr;
|
||||
const int32 SlotIdx = FindSlotIndexForWorldZCentimetres(WorldZ);
|
||||
if (SlotIdx >= 0)
|
||||
{
|
||||
return StrateLayout[SlotIdx].Definition;
|
||||
@@ -6172,8 +6286,8 @@ UVoxelStrateDefinition* UVoxelStrateManager::GetStrateAt(float WorldZ) const
|
||||
|
||||
int32 UVoxelStrateManager::GetStrateIndex(float WorldZ) const
|
||||
{
|
||||
int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / StrateLayoutChunkWidthVoxels);
|
||||
int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||||
if (!FMath::IsFinite(WorldZ)) return -1;
|
||||
const int32 SlotIdx = FindSlotIndexForWorldZCentimetres(WorldZ);
|
||||
if (SlotIdx >= 0)
|
||||
{
|
||||
return StrateLayout[SlotIdx].StrateIndex;
|
||||
@@ -6286,9 +6400,13 @@ bool UVoxelStrateManager::IsGapChunk(const FIntVector& ChunkCoord) const
|
||||
if (StrateLayout.Num() == 0) return false;
|
||||
|
||||
// Above the top strate or below the bottom strate = open air, NOT a gap.
|
||||
const int32 StackTop = StrateLayout[0].TopChunkZ;
|
||||
const int32 StackBottom = StrateLayout.Last().BottomChunkZ;
|
||||
if (ChunkCoord.Z > StackTop || ChunkCoord.Z < StackBottom) return false;
|
||||
const int64 ChunkCenterMicrometres = static_cast<int64>(ChunkCoord.Z)
|
||||
* StrateLayoutChunkSizeMicrometres + StrateLayoutChunkSizeMicrometres / 2;
|
||||
if (ChunkCenterMicrometres >= StrateLayout[0].TopWorldMicrometres
|
||||
|| ChunkCenterMicrometres < StrateLayout.Last().BottomWorldMicrometres)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Inside the stack's Z span but not in any strate slot → it's a bedrock gap.
|
||||
return FindSlotIndexForChunkZ(ChunkCoord.Z) < 0;
|
||||
@@ -6332,8 +6450,8 @@ FSlabGenerationParams UVoxelStrateManager::GetSlabParamsForChunk(const FIntVecto
|
||||
// Fill in the runtime Z bounds (voxel coordinates, same convention as
|
||||
// FStrateGenerationParams::StrateTopWorldZ / StrateBottomWorldZ).
|
||||
// TopChunkZ+1 because the top chunk's CEILING is at (TopChunkZ+1)*StrateLayoutChunkWidthVoxels.
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
|
||||
return Result;
|
||||
}
|
||||
@@ -6366,8 +6484,8 @@ FMazeGenerationParams UVoxelStrateManager::GetMazeParamsForChunk(const FIntVecto
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
return Result;
|
||||
}
|
||||
|
||||
@@ -6393,8 +6511,8 @@ FSurfaceGenerationParams UVoxelStrateManager::GetSurfaceParamsForChunk(const FIn
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
return Result;
|
||||
}
|
||||
|
||||
@@ -6420,8 +6538,8 @@ FVerticalShaftParams UVoxelStrateManager::GetVerticalShaftParamsForChunk(const F
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
return Result;
|
||||
}
|
||||
|
||||
@@ -6447,8 +6565,8 @@ FFloatingIslandParams UVoxelStrateManager::GetFloatingIslandParamsForChunk(const
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
return Result;
|
||||
}
|
||||
|
||||
@@ -6482,14 +6600,14 @@ FBiomeContext UVoxelStrateManager::GetBiomeContextForChunk(const FIntVector& Chu
|
||||
|
||||
bool UVoxelStrateManager::GetStrateUnrealZRange(float WorldZ, float& OutTopZ, float& OutBottomZ) const
|
||||
{
|
||||
const int32 ChunkZ = FMath::FloorToInt((WorldZ / VOXEL_SIZE) / StrateLayoutChunkWidthVoxels);
|
||||
const int32 SlotIdx = FindSlotIndexForChunkZ(ChunkZ);
|
||||
if (!FMath::IsFinite(WorldZ)) return false;
|
||||
const int32 SlotIdx = FindSlotIndexForWorldZCentimetres(WorldZ);
|
||||
if (SlotIdx < 0) return false;
|
||||
|
||||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||||
// Voxel-space Z bounds → Unreal units. Ceiling = top chunk's upper edge.
|
||||
OutTopZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels * VOXEL_SIZE;
|
||||
OutBottomZ = (float)(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels * VOXEL_SIZE;
|
||||
// Return the resolved physical bounds in Unreal centimeters.
|
||||
OutTopZ = static_cast<float>(static_cast<double>(Slot.TopWorldMicrometres) / 10000.0);
|
||||
OutBottomZ = static_cast<float>(static_cast<double>(Slot.BottomWorldMicrometres) / 10000.0);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -6502,8 +6620,8 @@ FStrateDisturbanceParams UVoxelStrateManager::GetDisturbanceParamsForChunk(const
|
||||
}
|
||||
const FStrateSlot& Slot = StrateLayout[SlotIdx];
|
||||
FStrateDisturbanceParams Result = Slot.Definition->Disturbances;
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
return Result;
|
||||
}
|
||||
|
||||
@@ -6535,8 +6653,8 @@ float UVoxelStrateManager::GetWaterLevelWorldZForChunk(const FIntVector& ChunkCo
|
||||
}
|
||||
if (Rel <= 0.0f) return -FLT_MAX;
|
||||
|
||||
const float BottomZ = (float)(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
const float TopZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
const float BottomZ = Slot.LegacyBottomWorldZVoxels;
|
||||
const float TopZ = Slot.LegacyTopWorldZVoxels;
|
||||
return FMath::Lerp(BottomZ, TopZ, FMath::Clamp(Rel, 0.0f, 1.0f));
|
||||
}
|
||||
|
||||
@@ -6580,8 +6698,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
FindComposerOverride(Slot.StrateIndex))
|
||||
{
|
||||
FStrateGenerationParams Result = Override->Params.TunnelNetworkParams;
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
// A candidate is a hard replacement of this slot. Do not blend its rolled vector with an
|
||||
// authored neighbour at a boundary; this is also how the offline fixture measures it.
|
||||
return ResolveFinalParams(Result);
|
||||
@@ -6591,8 +6709,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
if (SeasonStrates.IsValidIndex(SlotIdx))
|
||||
{
|
||||
FStrateGenerationParams Result = SeasonStrates[SlotIdx].Params.TunnelNetworkParams;
|
||||
Result.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateBottomWorldZ = (float)Slot.BottomChunkZ * StrateLayoutChunkWidthVoxels;
|
||||
Result.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
Result.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
// Season vectors are already final, measured slot records. Vertical structural posts own
|
||||
// their boundary; blending them with another selected recipe would describe neither one.
|
||||
return ResolveFinalParams(Result);
|
||||
@@ -6609,8 +6727,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
//
|
||||
// TopChunkZ=0, CHUNK_SIZE=32: top of the strate = chunk 0's top edge = voxel Z=32
|
||||
// BottomChunkZ=-3: bottom of the strate = chunk -3's bottom edge = voxel Z=-3*32 = -96
|
||||
BaseParams.StrateTopWorldZ = (float)(Slot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
BaseParams.StrateBottomWorldZ = (float)(Slot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
BaseParams.StrateTopWorldZ = Slot.LegacyTopWorldZVoxels;
|
||||
BaseParams.StrateBottomWorldZ = Slot.LegacyBottomWorldZVoxels;
|
||||
|
||||
// Core currently dispatches one generator field per resolved strate. Gradient and
|
||||
// interleaved metadata therefore use the explicitly declared Hard fallback for every
|
||||
@@ -6657,18 +6775,23 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
//---------------------------------------------------------------------
|
||||
// CHECK BOTTOM BOUNDARY (transitioning to strate below)
|
||||
//---------------------------------------------------------------------
|
||||
// DistFromBottom = how many chunks above the bottom edge of this strate.
|
||||
// Legacy chunk callers project their sample to a layout interval; physical distance and
|
||||
// transition width are both resolved in micrometres before projecting the blend fraction.
|
||||
// When 0, we're right at the boundary. When == TransitionBlendChunks, we're at
|
||||
// the outer edge of the transition zone.
|
||||
int32 DistFromBottom = ChunkCoord.Z - Slot.BottomChunkZ;
|
||||
const int64 DistFromBottomMicrometres = static_cast<int64>(ChunkCoord.Z)
|
||||
* StrateLayoutChunkSizeMicrometres - Slot.BottomWorldMicrometres;
|
||||
const int32 DistFromBottom = static_cast<int32>(VF_FloorDivide64(
|
||||
DistFromBottomMicrometres, StrateLayoutChunkSizeMicrometres));
|
||||
|
||||
if (SlotIdx + 1 < StrateLayout.Num())
|
||||
{
|
||||
// The upper strate (this one) controls the transition type at its lower edge
|
||||
const EVoxelStrateTransition TransType = Slot.Definition->TransitionType;
|
||||
const EVoxelStrateTransition TransType = Slot.ResolvedTransitionType;
|
||||
|
||||
// Per-definition blend distance.
|
||||
const int32 EffectiveBlend = Slot.Definition->TransitionBlendChunks;
|
||||
const int32 EffectiveBlend = static_cast<int32>(VF_FloorDivide64(
|
||||
Slot.TransitionWidthMicrometres, StrateLayoutChunkSizeMicrometres));
|
||||
|
||||
// Prepare the neighbor's params (only used for Gradient and Interleaved)
|
||||
const FStrateSlot& BelowSlot = StrateLayout[SlotIdx + 1];
|
||||
@@ -6692,8 +6815,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
if (EffectiveBlend > 0 && DistFromBottom < EffectiveBlend)
|
||||
{
|
||||
FStrateGenerationParams BelowParams = BuildParamsFromDefinition(BelowSlot.Definition);
|
||||
BelowParams.StrateTopWorldZ = (float)(BelowSlot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
BelowParams.StrateBottomWorldZ = (float)(BelowSlot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
BelowParams.StrateTopWorldZ = BelowSlot.LegacyTopWorldZVoxels;
|
||||
BelowParams.StrateBottomWorldZ = BelowSlot.LegacyBottomWorldZVoxels;
|
||||
|
||||
// Linear alpha: 0 at EffectiveBlend chunks away, 1 at the boundary
|
||||
float Alpha = 1.0f - ((float)DistFromBottom / (float)EffectiveBlend);
|
||||
@@ -6730,8 +6853,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
if (DistFromBottom < CheckRange)
|
||||
{
|
||||
FStrateGenerationParams BelowParams = BuildParamsFromDefinition(BelowSlot.Definition);
|
||||
BelowParams.StrateTopWorldZ = (float)(BelowSlot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
BelowParams.StrateBottomWorldZ = (float)(BelowSlot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
BelowParams.StrateTopWorldZ = BelowSlot.LegacyTopWorldZVoxels;
|
||||
BelowParams.StrateBottomWorldZ = BelowSlot.LegacyBottomWorldZVoxels;
|
||||
|
||||
// Sample 3D Perlin noise to warp the boundary position.
|
||||
// XY frequency 0.15 gives medium-scale variation (~6-7 chunks per cycle).
|
||||
@@ -6769,14 +6892,18 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
//---------------------------------------------------------------------
|
||||
// Mirror logic: the ABOVE strate's TransitionType controls its lower edge,
|
||||
// which is this strate's upper edge. So we read from StrateLayout[SlotIdx-1].
|
||||
int32 DistFromTop = Slot.TopChunkZ - ChunkCoord.Z;
|
||||
const int64 DistFromTopMicrometres = Slot.TopWorldMicrometres
|
||||
- (static_cast<int64>(ChunkCoord.Z) + 1) * StrateLayoutChunkSizeMicrometres;
|
||||
const int32 DistFromTop = static_cast<int32>(VF_FloorDivide64(
|
||||
DistFromTopMicrometres, StrateLayoutChunkSizeMicrometres));
|
||||
|
||||
if (SlotIdx > 0)
|
||||
{
|
||||
// The strate ABOVE controls the transition at its lower edge (= our upper edge)
|
||||
const FStrateSlot& AboveSlot = StrateLayout[SlotIdx - 1];
|
||||
const EVoxelStrateTransition TransType = AboveSlot.Definition->TransitionType;
|
||||
const int32 EffectiveBlend = AboveSlot.Definition->TransitionBlendChunks;
|
||||
const EVoxelStrateTransition TransType = AboveSlot.ResolvedTransitionType;
|
||||
const int32 EffectiveBlend = static_cast<int32>(VF_FloorDivide64(
|
||||
AboveSlot.TransitionWidthMicrometres, StrateLayoutChunkSizeMicrometres));
|
||||
|
||||
switch (TransType)
|
||||
{
|
||||
@@ -6791,8 +6918,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
if (EffectiveBlend > 0 && DistFromTop < EffectiveBlend)
|
||||
{
|
||||
FStrateGenerationParams AboveParams = BuildParamsFromDefinition(AboveSlot.Definition);
|
||||
AboveParams.StrateTopWorldZ = (float)(AboveSlot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
AboveParams.StrateBottomWorldZ = (float)(AboveSlot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
AboveParams.StrateTopWorldZ = AboveSlot.LegacyTopWorldZVoxels;
|
||||
AboveParams.StrateBottomWorldZ = AboveSlot.LegacyBottomWorldZVoxels;
|
||||
|
||||
float Alpha = 1.0f - ((float)DistFromTop / (float)EffectiveBlend);
|
||||
Alpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
|
||||
@@ -6813,8 +6940,8 @@ FStrateGenerationParams UVoxelStrateManager::GetGenerationParams(const FIntVecto
|
||||
if (DistFromTop < CheckRange)
|
||||
{
|
||||
FStrateGenerationParams AboveParams = BuildParamsFromDefinition(AboveSlot.Definition);
|
||||
AboveParams.StrateTopWorldZ = (float)(AboveSlot.TopChunkZ + 1) * StrateLayoutChunkWidthVoxels;
|
||||
AboveParams.StrateBottomWorldZ = (float)(AboveSlot.BottomChunkZ) * StrateLayoutChunkWidthVoxels;
|
||||
AboveParams.StrateTopWorldZ = AboveSlot.LegacyTopWorldZVoxels;
|
||||
AboveParams.StrateBottomWorldZ = AboveSlot.LegacyBottomWorldZVoxels;
|
||||
|
||||
// Same noise function but with a different seed offset to avoid
|
||||
// symmetry between top and bottom boundaries of adjacent strates
|
||||
|
||||
Reference in new issue
Block a user