build: complete the IWYU tail — APawn in VoxelWorld.cpp
VoxelWorld.cpp:526 dereferences the pawn, so APawn must be complete; Casts.h only forward-declares it. Adds GameFramework/Pawn.h, and PlayerController.h which was complete transitively only — the same fragility this change removes. My earlier scan covered Public/ only. The shared PCH served .cpp files too, and APawn was named in Build.cs's own error list. Everything else in the module compiled, so this is the entire tail. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -54,6 +54,8 @@ public class VoxelForge : ModuleRules
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// it — never to revert FPSemantics, which is now load-bearing for cross-platform play.
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// Headers fixed on 2026-07-27: VoxelBiomeDefinition, VoxelSettings, VoxelStrateDefinition,
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// VoxelStrateTypes, VoxelContentManager, VoxelAtmosphereManager, VoxelDensityVolume.
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// Plus VoxelWorld.cpp (GameFramework/Pawn.h) — the .cpp files needed auditing too, not just
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// the public headers. That was the whole residual tail: one site, found in one build.
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// Expect a residual tail: the shared PCH hid these for years and only a build enumerates
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// them all. VoxelDensityVolume's was the nasty one — ENABLE_DRAW_DEBUG is used in an #if,
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// and an undefined macro there is silently 0 rather than an error.
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