unreal: parallel sign-edge repair + cheap SW route prefilter (L94); SW startup 2.75 -> 0.43 s
- Unreal requests Core's deterministic parallel sign-edge repair (UE ParallelFor, capped at 10 workers); headless defaults to parallel (--serial-sign-edge-repair for A/B). SW sign_edge_distances 1,942 -> 37 ms, ShapeStage 2,156 -> 198 ms. - SW fallback route planner checks the exact mouth-radius endpoint constraints before sampling terrain (58,480 of 78,408 candidates skip heightfield work); same 35 eligible, same chosen route. SerializeResolvedWorld 468 -> 115 ms; BeginPlay block 0.58 -> 0.22 s. - Unreal SW: first admission 2.75 -> 0.43 s, LOD0-2 settled 5.20 -> 2.81 s; FI 3.40 -> 3.12 s. - World identical: assembly/recipe/plan hashes unchanged; serial vs parallel per-tile hashes equal. Fast tier PASS; Linux UE host builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -7812,6 +7812,7 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld(FString& OutFailureReason)
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Request.workerLimit = static_cast<std::uint32_t>(FMath::Clamp(GetMaxConcurrentTasks(), 1, 16));
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Request.detail = VoxelForgeCore::DetailVariant::coherent;
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Request.includeFarWorld = false;
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Request.parallelSignEdgeRepair = true;
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VoxelForgeCoreState = State;
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State->bSnapshotReady.store(true, std::memory_order_release);
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