refactor(dead-code): remove functions, members and types with no caller

Each symbol below had zero references in Source/ (tests included), Tools/,
Config/ and the build files after comment/string stripping.

Functions: EvaluateTunnelCoreSDF, EvaluateSDF (uncached wrapper),
IsTunnelSupportFloorWorldPoint, BuildTunnelSupportFloorColumn,
IsTunnelSupportFloorColumnZ, GetTunnelSupportFloorColumnBand,
VF_TunnelFloorAtSegment, VF_ProjectSweptTunnelFloor, FVoxelWormField
EvaluateExact, ApplyPassageLandingAirMC, ApplyPassageTunnelAirMC,
GetGenerationParamsFingerprint, FVoxelStrateCorpus::LoadFromSettings,
GetSkippedDefinitions, VF_RollStrateParams, VF_ArePlayerFitConnectedWithSampler,
VF_GetVoxelSeasonSelectionReasonName, UVoxelSeasonAsset::GetManifestContentHash,
FVoxelStackSampler::IsRunning, CompareSkippedPostValue,
MakeSurfaceColumnSource, WriteObjTile, ExploreEffectName,
ExploreTileClassName, and the VoxelTypes.h chunk-local helpers
(WorldToLocalCoord, ChunkToWorldPos, LocalToIndex, IndexToLocal,
IsValidLocalCoord, GetFaceDirection, GetFaceNormal, CHUNK_SIZE_SQUARED,
CHUNK_VOLUME).

Members/types: write-only floor flags (FVoxelOpSample::
bProtectedStructuralFloor, StructuralFloorMinimumDensity,
bTunnelCoreSupportFloor; bSupportFloor on the tunnel evaluations;
FTunnelFloorSegmentProfile::NumSteps), UVoxelStrateManager::BlendChunks,
unused FSummary counters in the stack sampler, two unused
FVoxelSeasonCompositionSettings aliases, and a few unused locals/constants.

No UPROPERTY, UFUNCTION, reflected type or enum was touched. Behaviour is
unchanged: removed code was unreachable or only written, never read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
This commit is contained in:
Claude committed 2026-09-28 14:09:05 +00:00
1 parent 4753416d4a
commit 3f629f407a
26 files changed
+9 -1113

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@@ -3800,55 +3800,6 @@ bool FVoxelStrateCorpus::LoadFromAssetRegistry(
return bLoaded && NumUnresolved == 0 && bPromotedLoaded;
}
bool FVoxelStrateCorpus::LoadFromSettings(const UVoxelSettings* Settings, FString& OutReport)
{
// Compatibility/audit entry point. It intentionally does not load any soft reference: the
// Asset Registry is the corpus source, while the settings pool is reported as the reason the
// first Tier 4a run saw only one vector.
TArray<FString> SettingsPaths;
if (Settings != nullptr)
{
TSet<FString> UniquePaths;
for (const TPair<int32, TSoftObjectPtr<UVoxelStrateDefinition>>& Pair : Settings->FixedStrates)
{
const FString Path = Pair.Value.ToSoftObjectPath().ToString();
if (!Path.IsEmpty())
{
UniquePaths.Add(Path);
}
}
for (const TSoftObjectPtr<UVoxelStrateDefinition>& Reference : Settings->StratePool)
{
const FString Path = Reference.ToSoftObjectPath().ToString();
if (!Path.IsEmpty())
{
UniquePaths.Add(Path);
}
}
for (const FString& Path : UniquePaths)
{
SettingsPaths.Add(Path);
}
SettingsPaths.Sort();
}
FString RegistryReport;
const bool bLoaded = LoadFromAssetRegistry(RegistryReport);
OutReport = FString::Printf(
TEXT("Settings audit: %d unique fixed/pool soft paths"), SettingsPaths.Num());
for (const FString& Path : SettingsPaths)
{
OutReport += FString::Printf(TEXT(" [%s]"), *Path);
}
if (Settings == nullptr)
{
OutReport += TEXT(" [settings object was null]");
}
OutReport += TEXT("; settings references are diagnostic only. ");
OutReport += RegistryReport;
return bLoaded;
}
int32 FVoxelStrateCorpus::NumForArchetype(ECaveGeneratorType Archetype) const
{
int32 Count = 0;
@@ -5301,12 +5252,6 @@ bool VF_ValidateStrateCorpusFreeConstraints(
return false;
}
FStrateGenerationParams VF_RollStrateParams(const FVoxelStrateCorpus& Corpus,
int32 Seed, int32 Index)
{
return VF_RollStrateParamsDetailed(Corpus, Seed, Index).Params;
}
namespace
{
const TCHAR* VF_RecipeOpCode(EVoxelStrateOpClass OpClass)
@@ -5532,15 +5477,6 @@ FVoxelStrateRegionManifest VF_RollStrateRegionManifest(
ECaveGeneratorType::VerticalShafts,
ECaveGeneratorType::FloatingIslands,
};
static const EVoxelStrateParamBlock BlockIds[] =
{
EVoxelStrateParamBlock::TunnelNetwork,
EVoxelStrateParamBlock::Slab,
EVoxelStrateParamBlock::Maze,
EVoxelStrateParamBlock::Surface,
EVoxelStrateParamBlock::VerticalShaft,
EVoxelStrateParamBlock::FloatingIsland,
};
static const uint32 BlockSalts[] = { 0x1001u, 0x1003u, 0x1005u,
0x1007u, 0x1009u, 0x100Bu };