wip(unreal): VoxelForgeCore UBT module + asset adapter reproduce the standalone world

Luna, integration round 1 (BuildHost only; owner's project and assets untouched):
- New runtime module VoxelForgeCore: one shim per Standalone/Core/core_sources.txt row
  (sources stay canonical under Standalone/), NoPCH/no unity, manifest check; VoxelForge
  links it (no runtime routing yet). UE link-safety audit: 18 shims, 83,843 symbol lines
  vs 399 Unreal-style names, 0 clashes.
- Adapter (editor commandlet path) turns staged copies of the owner's DA_* assets into
  schema-v1 JSON; with clip_radius=3/max_clip_level=8 it reproduces all four Core hashes
  (0xdb2991c73215af4c, 0x8236c5edd7fc8e4f, 0x4c48fa75a543d58e, 0xbea22e76b34a4dfc) and
  walkability 5,642/5,642 at worker limits 1, 8 and 16.
- Noted: the owner's settings asset says max clip level 6 (standalone used 8); Core uses
  25 cm voxels vs the plugin runtime's 12.5 cm.
Not done yet: AVoxelWorld switch and Core runtime route (round 2).
Docs: CODEMAP, ARCHITECTURE, SHARED_CPP_LIBRARY_PLAN, UNREAL_INTEGRATION_REPORT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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Fr0zkaandClaude Opus 5.5 committed 2026-10-08 19:38:18 +02:00
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@@ -79,6 +79,9 @@ public class VoxelForge : ModuleRules
// Private dependencies - only used in our .cpp files, not exposed in headers
PrivateDependencyModuleNames.AddRange(new string[]
{
// Core module is linked; runtime routing is not wired yet.
// Le module Core est lié; la génération Runtime ne l'utilise pas encore.
"VoxelForgeCore",
"Json", // Diffable Tier 5 promoted-record and season-manifest stores
"ImageWrapper", // PNG encode for the biome-map preview bake (BakeBiomePreview)
"RHI", // Texture3D create + RHIUpdateTexture3D for the density volume (mini-sun shadows)