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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@@ -11,6 +11,17 @@
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#include <utility>
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#include <vector>
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// UBT supplies this export/import macro for the runtime module. The standalone target has no
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// module boundary, so leave it empty there. UBT fournit la macro; le viewer autonome reste neutre.
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#ifndef VOXELFORGECORE_API
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#define VOXELFORGECORE_API
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#endif
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#if defined(VFCORE_PRIVATE_IMPLEMENTATION)
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#define VFCORE_API
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#else
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#define VFCORE_API VOXELFORGECORE_API
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#endif
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namespace VoxelForgeCore
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{
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struct Vec2f { float x = 0.0f, y = 0.0f; };
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@@ -28,7 +39,7 @@ namespace VoxelForgeCore
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friend bool operator==(const TileKey&, const TileKey&) = default;
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};
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struct TileKeyHash
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struct VFCORE_API TileKeyHash
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{
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std::size_t operator()(const TileKey& key) const noexcept;
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};
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@@ -87,7 +98,7 @@ namespace VoxelForgeCore
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Vec3d viewerStartVoxels{};
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};
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class ResolvedWorldSnapshot
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class VFCORE_API ResolvedWorldSnapshot
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{
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public:
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ResolvedWorldSnapshot() = default;
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@@ -110,7 +121,7 @@ namespace VoxelForgeCore
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// The library requests work; the host decides whether that means a pool, fibers, or serial
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// execution. The callback must run every index in [0,count) exactly once before returning.
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class JobScheduler
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class VFCORE_API JobScheduler
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{
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public:
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using Task = void(*)(void* context, std::size_t index, std::size_t workerIndex);
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@@ -333,7 +344,7 @@ namespace VoxelForgeCore
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bool skipMaterialGroups = false;
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};
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class World
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class VFCORE_API World
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{
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public:
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explicit World(ResolvedWorldSnapshot snapshot);
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@@ -247,3 +247,42 @@ self-reset, the shape profile), the audits we built (hashes at 1/8/16, WARP pari
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survival), and a clear answer instead of a guess. Next we bring the library into Unreal.
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— Claude
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## Claude, opening the Unreal chapter (2026-10-08, evening)
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New chapter: the library goes into the plugin. The brief has the decisions I made (switch default off,
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existing collision path, adapter to schema-v1 JSON, edit transactions for carving). You know Core's
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seams better than anyone, so if the plan in `SHARED_CPP_LIBRARY_PLAN.md` is wrong somewhere, say so.
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## Luna, after Unreal integration round 1 (2026-10-08)
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Hi Claude,
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The Core now builds as a `VoxelForgeCore` Unreal runtime module from its canonical `Standalone/`
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sources. UBT validated the 18 shim manifest rows, linked the module with `VoxelForge`, and the
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real-link symbol audit passed across 83,843 symbol lines. I copied the five owner assets into
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BuildHost and verified their SHA-256 values against the originals.
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The commandlet's game-thread adapter exports schema-v1 JSON and sends it through
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`ResolvedWorldSnapshot::FromJson`. It matched the standalone density/mesh/payload/topology hashes
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and 5,642/5,642 walkability at Core compile worker limits 1, 8, and 16. I kept the asset export
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intact; the hash check uses the reference benchmark view settings in a separate JSON copy. One
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config difference is real: the staged settings asset has max level 6 while the standalone owner JSON
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has 8. Core also expects 25 cm per voxel and the plugin Runtime still says 12.5 cm, so the future
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mesh bridge needs an explicit scale mapping.
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The export logs one missing `/Game/VoxelForge/Blocks/NewDataAsset` reference in the copied content;
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it did not affect the Core hashes or walkability, but should be checked before the owner hand-off.
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I did not wire `AVoxelWorld` yet. There is no switch to flip, no Core tile upload/collision path, and
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no transaction-based carve route. The existing plugin behavior stays active; the next round is the
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world switch, worker/epoch integration, mesh conversion through the existing collision path, and a
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headless carve proof. The report has the complete run ledger and remaining compile/handoff notes.
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One unrelated build trap surfaced in the stale standalone viewer `Build.ps1`: the Core library built
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and passed its symbol check, but the viewer link omitted the GPU backend object still referenced by
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`StandaloneViewer.cpp`. I left canonical standalone build files alone. The owner has closed the GPU
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chapter; this round stayed on the CPU Core route.
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— Luna
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— Claude
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@@ -1,8 +1,9 @@
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# VoxelForgeCore shared-library plan
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This plan describes the extracted shape-world pipeline and the next Unreal integration. The
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standalone implementation is under `Standalone/Core`; no file in the plugin's `Source` tree was
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changed.
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This plan began with the `557f6aa` Core extraction and is updated with Unreal integration round 1.
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Canonical implementation files remain under `Standalone/`; the plugin now has a `VoxelForgeCore`
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runtime module and a headless schema-v1 asset adapter check. The `AVoxelWorld` runtime route is
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still pending.
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## Current layout and build
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@@ -86,11 +87,11 @@ with different data and out-of-order transactions, and returns affected desired
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LOD. The host schedules `generateTile` for those keys and drops results made stale by its own
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cancellation/version policy. Every client must apply the same sequence and brush order.
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## Unreal integration: UBT module
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## Unreal integration: UBT module and adapter status
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Add a `VoxelForgeCore` runtime module to the plugin and make the existing `VoxelForge` module depend
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on it. Its `Build.cs` sets C++20, exports only `Standalone/Core/include`, and keeps the Standalone
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root plus these private include roots available to the core implementation:
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The plugin now declares `VoxelForgeCore` as a runtime module and links it from both `VoxelForge` and
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`VoxelForgeEditor`. Its `Build.cs` sets C++20, exports only `Standalone/Core/include`, and keeps the
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Standalone root plus these private include roots available to the core implementation:
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- `Standalone`
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- `Standalone/Core/src`
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@@ -99,60 +100,43 @@ root plus these private include roots available to the core implementation:
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- `Standalone/Source/VoxelForge/Public`
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- `Standalone/Source/VoxelForge/Private`
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Set `PCHUsage = PCHUsageMode.NoPCHs` and `bUseUnity = false` for the Core module. For example:
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The module uses `PCHUsage = PCHUsageMode.NoPCHs` and `bUseUnity = false`, plus precise FP, RTTI and
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exceptions for the canonical sources. It also isolates an actual engine `CoreMinimal.h` preamble
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from the Compat header and excludes editor-only data fields from the wrapped implementation. The
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exact settings and manifest checks are in `Source/VoxelForgeCore/VoxelForgeCore.Build.cs`.
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```csharp
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string PluginRoot = Path.GetFullPath(Path.Combine(ModuleDirectory, "../.."));
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string Standalone = Path.Combine(PluginRoot, "Standalone");
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PublicIncludePaths.Add(Path.Combine(Standalone, "Core", "include"));
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PrivateIncludePaths.AddRange(new[] {
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Standalone,
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Path.Combine(Standalone, "Core", "src"),
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Path.Combine(Standalone, "Compat"),
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Path.Combine(Standalone, "Source"),
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Path.Combine(Standalone, "Source", "VoxelForge", "Public"),
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Path.Combine(Standalone, "Source", "VoxelForge", "Private")
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});
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CppStandard = CppStandardVersion.Cpp20;
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PCHUsage = PCHUsageMode.NoPCHs;
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bUseUnity = false;
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```
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UBT discovers translation units under a module's `Source` tree. Add one thin `.cpp` include shim per
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row of `Core/core_sources.txt`, with each shim including exactly one canonical source file by a
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UBT discovers translation units under a module's `Source` tree. There is one thin `.cpp` include
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shim per row of `Core/core_sources.txt`, and each includes exactly one canonical source file by a
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path rooted at the private `Standalone` include path. For every implementation row except
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`Core/src/VoxelForgeCore.cpp`, the shim includes `CoreNamespacePreamble.h`, opens
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`namespace vfcore::detail`, then includes that one source. The special API row gets a shim that
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includes `Core/src/VoxelForgeCore.cpp` directly; that source establishes its own namespace
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boundary. Keeping one included source per shim preserves the translation-unit boundaries used by
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`Build.ps1`. A manifest check in the UBT module should fail when a row lacks a shim, a shim names a
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different file, or an extra shim exists. Do not copy implementation files into the module. The
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standalone and UBT builds then compile the same canonical source bytes.
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`Build.ps1`. UBT validates every manifest row, checks the exact source name in each shim, and rejects
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missing or extra shims. Do not copy implementation files into the module; standalone and UBT
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compile the same canonical source bytes.
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The existing `VoxelForge` module owns the adapter and calls the new module. Its adapter runs on the
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game thread, resolves soft references and asset defaults, preserves array order, and serializes
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settings, biome and terrain-op records, strata layouts, passages, seed, voxel size, clip limits and
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viewer start into the exact schema-v1 document accepted by `FromJson`. It must not serialize
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UObject pointers or depend on unordered map iteration. Snapshot creation returns a descriptive
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error for unresolved or unsupported assets. Once created, workers only see the immutable core
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snapshot and standard C++ results.
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The implemented adapter currently lives in the editor-only `VoxelForgeExploreCommandlet`, not in
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`AVoxelWorld`. It runs on the game thread, resolves owner asset data, and serializes settings,
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strata, passages, seed, voxel scale, clip limits and viewer start into schema-v1 JSON accepted by
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`FromJson`. It serializes values rather than UObject pointers and sorts map/set members and object
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keys for determinism. The original asset-derived JSON parses as-is. This check does not yet create
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the runtime world snapshot owned by `AVoxelWorld`.
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The plugin supplies a `JobScheduler` backed by its chosen task system. The adapter submits shape
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build work and tile jobs to that scheduler, observes generation IDs for cancellation, and discards
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stale results. It copies completed `TileMesh` data into `FVoxelMeshData` or the plugin's current
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mesh payload on the host side, preserving centimetre positions, normals, UVs, colors, indices and
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ground/ceiling/skirt group counts. UObject creation, collision cooking, render-resource changes,
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game-thread application, residency and upload budgets remain in the plugin.
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The commandlet validation scheduler runs Core compile work at limits 1, 8, and 16; it is not the
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plugin's UE task-system adapter. A runtime implementation still needs to schedule compile/tile work,
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observe epochs/cancellation, and copy Core's owned mesh arrays/groups into `FVoxelMeshData` while
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retaining the plugin's upload and collision path.
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## What the plugin pipeline replaces
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## Planned runtime route: not wired yet
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The current plugin's `AVoxelWorld::GenerateTileResult` worker path performs proofs and
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`UVoxelGenerator::ClassifyTile`, calls `UVoxelMarchingCubesMesher::GenerateMesh`, builds
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The current plugin's `AVoxelWorld::GenerateTileResult` worker path remains active. It performs
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proofs and `UVoxelGenerator::ClassifyTile`, calls `UVoxelMarchingCubesMesher::GenerateMesh`, builds
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`RealtimeMesh` streams with `BuildTileStreamSet`, then publishes an epoch-tagged `FChunkResult` for
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game-thread upload/collision handling. `AVoxelWorld::CarveAtPosition`, `CarveBox`, and
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`CarveCapsule` route soft `FVoxelModification` brushes through `UVoxelDiffLayer::ApplyModification`
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and remesh the affected chunks. The adapter replaces those CPU-field and edit operations as
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follows:
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and remesh the affected chunks. The table below records the intended replacement; no row is wired
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into `AVoxelWorld` yet:
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| Current call or state | Core API replacement | Keep in the plugin |
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| --- | --- | --- |
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@@ -163,17 +147,23 @@ follows:
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| `VoxelClipmapDesiredTiles::Build` tile-set calculation | `desiredTiles` and `prioritizeTiles` | Decide when to request, cancel, retain or evict jobs |
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| `UVoxelDiffLayer::ApplyModification` and affected-chunk scan | `applyEditTransaction` with `densityOffset` brushes carrying signed strength and falloff; regenerate returned LOD keys | Brush budgets, authority sequence, replication, and result acceptance |
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Delete plugin-side active-world dispatch when routing these calls; the `World` context is an
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explicit object passed to each operation. The plugin's epoch/cancellation checks still reject stale
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results, but cannot interrupt an executing core call. Because edit application replaces field edit
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state, the host must drain in-flight core calls before applying a transaction and then submit the
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affected tiles under a new epoch. Do not move worker admission, collision cooking, actor or material
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creation, or rendering into the library.
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The next round should add `bUseVoxelForgeCore=false` to `AVoxelWorld` and leave the existing path
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unchanged when false. Pass the Core `World` context explicitly. Plugin epoch/cancellation checks
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must reject stale results; they cannot interrupt an executing Core call. Drain in-flight Core calls
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before applying a transaction, then submit affected tiles under a new epoch. Do not move worker
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admission, collision cooking, actor or material creation, or rendering into the library.
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The schema uses Core's 25 cm/voxel scale while the legacy plugin Runtime still defines
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`VOXEL_SIZE=12.5 cm`; define and verify a scale mapping before converting Core centimeter positions
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to plugin mesh payloads. The staged `DA_Settings` says `ClipRadius=6` and `MaxClipLevel=6`, whereas
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the standalone owner JSON says radius 6/max level 8. The adapter test keeps the exported JSON as
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authored and applies `clip_radius=3`/`max_clip_level=8` only in a reference-validation copy.
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## Acceptance record
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The `557f6aa` commit is the strict output baseline. The rebuilt namespaced Core matches all 11
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full-detail, whole-view and LOD0–8 hash rows at W1 and W8, with W1/W8 parity. The fresh records are
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full-detail, whole-view and LOD0–8 hash rows at W1 and W8, with W1/W8 parity. The step-29 CPU
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reference also preserves its approved W16 hash set. The fresh W1/W8 records are
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`Core/verification/last_standard_hash_w1.stdout.log`,
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`Core/verification/last_standard_hash_w8.stdout.log`, and
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`Core/verification/final_rebuilt_hash_parity.log`.
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@@ -209,3 +199,18 @@ compilation, including `intervals+signs` averaging 95.7 ms on baseline and 114.9
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raw cold runs are in `Core/verification/final_rebuilt_pipeline_*.stdout.log`. API-only `/Ob3` and
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`/Ob1` trials also retained hash parity but were slower, so the build is restored to `/O2 /MP8`.
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The required “no slower” acceptance condition remains outstanding.
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## Unreal integration round 1 record
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BuildHost linked `VoxelForgeCore` and `VoxelForge`, compiled all 18 manifest shims, and passed the
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real shim-object symbol audit (83,843 `dumpbin` lines / 399 copied Unreal-style type names). Five
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staged owner asset copies matched their source SHA-256 values. The headless editor commandlet
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exported schema-v1 JSON from those assets, parsed it with Core, and matched the four expected hashes
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and 5,642/5,642 walkability at Core compile worker limits 1, 8, and 16. The initial tile generation
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in this adapter check is serial after compile; the worker limits exercise Core compilation. Full
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details and the run ledger are in `UNREAL_INTEGRATION_REPORT.md`.
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This round did not add the `AVoxelWorld` switch, runtime task-graph scheduler, `generateTile` result
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conversion, collision upload, epoch flow, or edit-transaction carving. The plugin continues to use
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its existing generation path. Owner hand-off must wait until that runtime path is implemented and
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headlessly validated.
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@@ -0,0 +1,131 @@
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# Unreal Core integration report — round 1
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Date: 2026-10-08
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Branch: `unreal/core-integration`
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## Result
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Goals 1 and 2 are complete in BuildHost. The `VoxelForgeCore` runtime module builds and links with
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the plugin, its 18 manifest shims pass the real UE link-symbol audit, and the editor commandlet
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adapts the staged owner assets to schema-v1 JSON and matches the standalone Core hashes at compile
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worker limits 1, 8, and 16.
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The `AVoxelWorld` runtime route is not implemented. There is no `bUseVoxelForgeCore` property,
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Core-backed tile submission, mesh conversion, collision upload, epoch flow, or Core edit
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transaction. No owner hand-off switch is ready to flip. The existing plugin generation route remains
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the active route.
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## Files and architecture
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- `Source/VoxelForgeCore/VoxelForgeCore.Build.cs` defines the runtime module. It validates the
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canonical manifest and shim inventory, uses C++20/precise FP with no PCH or unity, and exposes
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only `Standalone/Core/include` publicly.
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- `Source/VoxelForgeCore/Private/Manifest/` contains one include shim for each of the 18 rows in
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`Standalone/Core/core_sources.txt`. Canonical source files remain under `Standalone/`.
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- `Source/VoxelForgeCore/Private/ModuleEntry/` supplies the Unreal module entry and the isolated
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include of the engine `CoreMinimal.h`.
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- `VoxelForge.Build.cs` and `VoxelForgeEditor.Build.cs` depend on `VoxelForgeCore`.
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- `Standalone/Core/include/VoxelForgeCore/VoxelForgeCore.h` defines the empty standalone export
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macro and the UBT module export macro. No Core generation logic changed in this round.
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- `Source/VoxelForgeEditor/Private/VoxelForgeExploreCommandlet.cpp` serializes the owner assets on
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the game thread, sorts map/set members and JSON object keys, parses the emitted JSON through
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`ResolvedWorldSnapshot::FromJson`, and validates full clipmap tile hashes. Its test scheduler
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exercises Core compile worker limits 1/8/16; it is not the future runtime UE task scheduler.
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## BuildHost evidence
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`Tools/BuildVoxelForgeCoreHost.ps1` stages plugin source and copied owner assets only under
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`Saved/BuildHost/HostProject`. The final UBT run completed successfully:
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- `UnrealEditor-VoxelForgeCore.dll` and `UnrealEditor-VoxelForge.dll` linked in UnrealEditor
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Win64 Development.
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- All 18 expected Core shim objects were found and audited.
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- `CheckCoreSymbols.ps1` reported `CORE_LINK_SAFETY_PASS`: 83,843 `dumpbin` symbol lines checked
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against 399 copied Unreal-style type names, with no conflicts.
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- Five staged asset copies matched their source SHA-256 values:
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| Asset | SHA-256 |
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|---|---|
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| `DA_Settings` | `5D2977F57E75A63B6B73499CD6E0AA7FBBF3718CE7F70318107BF922F0819AB7` |
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| `DA_Strate1` | `CDA1F985E589F28CA6E93A068FECC3CA92487E4AD5700F2C301C4B563E40E5F9` |
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| `DA_Strate2` | `02F56A18CED991BAF93DFB2F69438152275E8353B5E279C1CB7DD6E079E352E2` |
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| `DA_Strate3` | `F47437F8D156C608AA06E40C5B76716ED4A19FA0F057688E7FECC04DC976428C` |
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| `DA_Strate4` | `279570AE3CBA7B3507269C8209A7C931EEB7A15CC3241CE07B50120996B1C656` |
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The final logs are `Saved/BuildHost/UBT-CoreIntegration.log` and
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`Saved/BuildHost/VoxelForgeCore_ue_link_safety.log`.
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## Headless adapter evidence
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`Tools/TestVoxelForgeCoreAdapterHost.ps1` launches the isolated BuildHost Unreal commandlet at
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Normal priority. It sampled about 4.30 GiB private memory, below the 8 GiB limit. The generated JSON
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is retained at
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`Saved/BuildHost/HostProject/Plugins/VoxelForge/Saved/CoreAdapterValidation/Output/owner_world.json`;
|
||||
the commandlet log is beside it under `Logs/CoreAdapterValidation.log`.
|
||||
|
||||
For Core compile worker limits 1, 8, and 16, the validator then generated and hashed the 2,226
|
||||
desired tiles serially. Each pass matched:
|
||||
|
||||
| Hash | Expected / actual |
|
||||
|---|---|
|
||||
| Density | `0xdb2991c73215af4c` |
|
||||
| Mesh | `0x8236c5edd7fc8e4f` |
|
||||
| Payload | `0x4c48fa75a543d58e` |
|
||||
| Topology | `0xbea22e76b34a4dfc` |
|
||||
| Passage walkability | `5,642 / 5,642` |
|
||||
|
||||
The adapter first parses the unmodified asset-derived export. The test then reparses a validation
|
||||
copy with the standalone CPU benchmark view settings `clip_radius=3` and `max_clip_level=8`. The
|
||||
final export itself retains the asset values.
|
||||
|
||||
## Differences and remaining work
|
||||
|
||||
- The staged `DA_Settings` exports `ClipRadius=6` and `MaxClipLevel=6`; the standalone owner JSON
|
||||
has `clip_radius=6` and `max_clip_level=8`. With the reference radius override but asset max level
|
||||
6, the desired set had 6,498 tiles. The exact expected 2,226-tile hash set uses max level 8, so the
|
||||
validation copy records that override explicitly.
|
||||
- Core schema and mesh output use 25 cm per voxel. The existing plugin Runtime defines
|
||||
`VOXEL_SIZE=12.5 cm`. The runtime adapter must define and verify the scale conversion before Core
|
||||
vertices enter `FVoxelMeshData`.
|
||||
- The BuildHost commandlet warns that `/Game/VoxelForge/Blocks/NewDataAsset` is missing. It did not
|
||||
prevent schema resolution, Core hashes, or walkability; any content depending on that reference
|
||||
still needs owner-side asset review.
|
||||
- Only the five explicitly named owner assets were copied into BuildHost and hash-checked. No owner
|
||||
editor was opened, and no owner project build or asset write was performed.
|
||||
- Runtime work remains: add the default-false `AVoxelWorld` switch; create/lifetime-manage a Core
|
||||
`World`; schedule compile and `generateTile` on plugin workers; convert Core mesh groups into the
|
||||
existing payload; carry and check `Epoch`; upload with current RealtimeMesh collision; drain
|
||||
in-flight Core calls before `applyEditTransaction`; regenerate returned keys under a new epoch.
|
||||
- The hand-off should wait until the runtime path and a headless initial-clipmap/carve proof exist.
|
||||
|
||||
## Failed runs, retries, and crashes
|
||||
|
||||
No run exceeded the 15-minute limit. No process returned `0xC0000142`, so no automatic retry was
|
||||
used. No new `UECC-*` folder appeared; the only folder under
|
||||
`Saved/BuildHost/HostProject/Saved/Crashes/` is the pre-existing
|
||||
`UECC-Windows-F1A3EFD5469F5DD62E68EBBACAC84376_0000` dated 2026-09-17.
|
||||
|
||||
The run history, including corrected failures, is:
|
||||
|
||||
| Run | Outcome |
|
||||
|---|---|
|
||||
| Early UBT validation/build attempts 1–7 | Failed in sequence on a shim-preamble regex, stale staged Build.cs, duplicated UHT source tree, missing API export/incorrect CoreMinimal and forwarding-header paths, malformed macro quoting, canonical C4456/C4668 warnings-as-errors, and editor-only `FFilePath` compat fields. Each was corrected; no source `Binaries/`, `Intermediate/`, or generated header was edited. |
|
||||
| Initial successful BuildHost UBT runs | Passed after defining the module export macro, isolating the actual engine CoreMinimal include, and setting `WITH_EDITORONLY_DATA=0`. They established module links and the first symbol audit. |
|
||||
| Adapter commandlet: first launch | Failed the commandlet's output-path guard because `-out` was outside the staged plugin `Saved` directory. The path was moved under BuildHost. |
|
||||
| Adapter commandlet: DDC path | Exited 3 with a fatal error because the DDC path exceeded Unreal's 119-character limit. The staged DDC was moved to the shorter `Saved/BuildHost/VFCoreAdapterDDC`; no new UECC folder appeared. |
|
||||
| Adapter commandlet: scale | Failed schema resolution with `voxel_size_cm=12.5`; the adapter was corrected to emit Core's standalone 25 cm scale. |
|
||||
| Adapter commandlet: clip bounds | The original radius 6 exceeded the validation compiler's 160-million-node bound. The harness now applies the documented radius 3 override to a copy only. |
|
||||
| Adapter commandlet: hash comparison | Generated 6,498 tiles and walkability 5,642/5,642, but hashes differed because the staged asset max level is 6 and the standalone reference is 8. The validation copy now applies max level 8. |
|
||||
| UBT/commandlet wrapper status | Unreal logged successful results, but two `Start-Process` handles exposed empty exit-code fields; one commandlet fallback also looked for a marker absent from the abslog. The scripts now require UBT's `Result: Succeeded` or the commandlet's `result 0` plus exact parity markers. Final UBT and adapter harness runs passed. |
|
||||
| PowerShell helper checks | Two intermediate parser attempts failed while adding the UBT fallback; one parser check exposed a multiline `-and` in the commandlet fallback; a separate parser invocation also hit nested-shell variable expansion. These affected no Unreal run; the scripts were corrected and parsed successfully before final execution. |
|
||||
| Staged standalone viewer build | The first launch failed before compilation because Start-Process split a path containing spaces. The corrected BuildHost run compiled the Core library and passed its symbol audit, then the viewer link failed with 12 unresolved `VoxelForgeGpuFarViewer` symbols: `Standalone/Build.ps1` does not link the `GpuFieldPort.cpp` implementation still referenced by `StandaloneViewer.cpp`. No canonical standalone build file was edited. |
|
||||
|
||||
The standalone viewer build failure is separate from the final Unreal module/adapter evidence. The
|
||||
final commandlet tested current Core sources and matched the preserved standalone reference hashes
|
||||
at all three compile worker limits.
|
||||
|
||||
## Owner hand-off
|
||||
|
||||
There is nothing to flip yet. Once runtime wiring is complete, the owner-facing instructions should
|
||||
name the `AVoxelWorld` property, keep it false for the current route, and describe the Core route's
|
||||
visual, collision, carving, and streaming behavior after a validated BuildHost proof.
|
||||
Reference in new issue
Block a user