experiment: LivingPlane repeatable + standalone UE runtime module (L164)
Readback barrier fix (GL_TEXTURE_UPDATE_BARRIER_BIT before glGetTexImage); check_repeatability.py compares full-field checksums across query/capture settings - Intel GPU PASS (3b9d45905c7aafff), llvmpipe PASS, mismatch control fails. New runtime module VoxelForgeLivingPlane (separate from generation): RDG global shader (Shaders/LivingPlane.usf), ping-pong RGBA32F render targets, actor with WPO plane and object inputs, no CPU readback. Compiles in Linux UE 5.7. Windows build: Source/VoxelForgeLivingPlane/*, Shaders/LivingPlane.usf, VoxelForge.uplugin. Setup: UE-SETUP.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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using UnrealBuildTool;
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public class VoxelForgeLivingPlane : ModuleRules
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{
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public VoxelForgeLivingPlane(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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bUseUnity = false;
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}
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine"
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Projects",
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"RenderCore",
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"RHI"
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});
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}
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}
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