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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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Compat/StandaloneDataAssetGlue.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Compat/UnrealPerlin.cpp"
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}
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// The public API is standard-only; this UBT boundary supplies its module export token locally.
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#ifndef DLLEXPORT
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#if defined(_WIN32)
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#define DLLEXPORT __declspec(dllexport)
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#else
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#define DLLEXPORT __attribute__((visibility("default")))
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#endif
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#endif
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#include "Core/src/VoxelForgeCore.cpp"
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelBiomeDefinition.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelCaveMorphology.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelDensityAblation.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelDensityOpStack.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelDensityProfile.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelDiffLayer.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelGenerator.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelHeightOpStack.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelMarchingCubesMesher.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelSettings.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelStrateComposer.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelStrateManager.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelStrateMeasure.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelTerrainOpDefinition.cpp"
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}
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// Private implementation symbols stay internal to the Core module. Les symboles restent internes.
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#define VFCORE_PRIVATE_IMPLEMENTATION 1
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#include "CoreNamespacePreamble.h"
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namespace vfcore::detail
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{
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#include "Source/VoxelForge/Private/VoxelWormField.cpp"
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}
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