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