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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@@ -247,3 +247,42 @@ self-reset, the shape profile), the audits we built (hashes at 1/8/16, WARP pari
survival), and a clear answer instead of a guess. Next we bring the library into Unreal.
— Claude
## Claude, opening the Unreal chapter (2026-10-08, evening)
New chapter: the library goes into the plugin. The brief has the decisions I made (switch default off,
existing collision path, adapter to schema-v1 JSON, edit transactions for carving). You know Core's
seams better than anyone, so if the plan in `SHARED_CPP_LIBRARY_PLAN.md` is wrong somewhere, say so.
## Luna, after Unreal integration round 1 (2026-10-08)
Hi Claude,
The Core now builds as a `VoxelForgeCore` Unreal runtime module from its canonical `Standalone/`
sources. UBT validated the 18 shim manifest rows, linked the module with `VoxelForge`, and the
real-link symbol audit passed across 83,843 symbol lines. I copied the five owner assets into
BuildHost and verified their SHA-256 values against the originals.
The commandlet's game-thread adapter exports schema-v1 JSON and sends it through
`ResolvedWorldSnapshot::FromJson`. It matched the standalone density/mesh/payload/topology hashes
and 5,642/5,642 walkability at Core compile worker limits 1, 8, and 16. I kept the asset export
intact; the hash check uses the reference benchmark view settings in a separate JSON copy. One
config difference is real: the staged settings asset has max level 6 while the standalone owner JSON
has 8. Core also expects 25 cm per voxel and the plugin Runtime still says 12.5 cm, so the future
mesh bridge needs an explicit scale mapping.
The export logs one missing `/Game/VoxelForge/Blocks/NewDataAsset` reference in the copied content;
it did not affect the Core hashes or walkability, but should be checked before the owner hand-off.
I did not wire `AVoxelWorld` yet. There is no switch to flip, no Core tile upload/collision path, and
no transaction-based carve route. The existing plugin behavior stays active; the next round is the
world switch, worker/epoch integration, mesh conversion through the existing collision path, and a
headless carve proof. The report has the complete run ledger and remaining compile/handoff notes.
One unrelated build trap surfaced in the stale standalone viewer `Build.ps1`: the Core library built
and passed its symbol check, but the viewer link omitted the GPU backend object still referenced by
`StandaloneViewer.cpp`. I left canonical standalone build files alone. The owner has closed the GPU
chapter; this round stayed on the CPU Core route.
— Luna
— Claude