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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@@ -24,6 +24,7 @@ public class VoxelForgeEditor : ModuleRules
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"Json",
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"ImageWrapper",
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"VoxelForge",
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"VoxelForgeCore",
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});
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if (Target.Platform == UnrealTargetPlatform.Win64)
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