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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@@ -2973,24 +2973,6 @@ namespace VoxelStrateMeasurePrivate
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return Result;
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}
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int32 GetSixNeighbour(const FSampleGrid& Grid, int32 Cell, int32 Direction)
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{
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int32 X = 0;
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int32 Y = 0;
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int32 Z = 0;
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DecodeIndex(Grid, Cell, X, Y, Z);
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switch (Direction)
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{
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case 0: return X + 1 < Grid.NumX ? Grid.Index(X + 1, Y, Z) : INDEX_NONE;
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case 1: return X > 0 ? Grid.Index(X - 1, Y, Z) : INDEX_NONE;
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case 2: return Y + 1 < Grid.NumY ? Grid.Index(X, Y + 1, Z) : INDEX_NONE;
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case 3: return Y > 0 ? Grid.Index(X, Y - 1, Z) : INDEX_NONE;
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case 4: return Z + 1 < Grid.NumZ ? Grid.Index(X, Y, Z + 1) : INDEX_NONE;
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case 5: return Z > 0 ? Grid.Index(X, Y, Z - 1) : INDEX_NONE;
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default: return INDEX_NONE;
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}
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}
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int32 CountPlayerFitNeighbours(
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const FSampleGrid& Grid,
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const TArray<uint8>& PlayerFitMask,
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@@ -3458,26 +3440,6 @@ FVoxelConnectivityDiagnostics VF_DiagnoseConnectivityWithSampler(
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return Result;
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}
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EVoxelConnectivityResult VF_ArePlayerFitConnectedWithSampler(
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const IVoxelStrateDensitySampler& Sampler,
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int32 StrateBottomWorldZ,
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int32 StrateTopWorldZ,
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float BoundarySealThickness,
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const FVector& AVoxel,
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const FVector& BVoxel,
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const FVoxelStrateMeasureSettings& Settings,
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bool& bOutStartSnapped,
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bool& bOutGoalSnapped,
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FVoxelConnectivityDiagnostics* OutDiagnostics)
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{
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int32 NumRouteRetries = 0;
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return VoxelStrateMeasurePrivate::QueryConnectivity(
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nullptr, nullptr, &Sampler, INDEX_NONE,
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StrateBottomWorldZ, StrateTopWorldZ, BoundarySealThickness, true,
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AVoxel, BVoxel, Settings, bOutStartSnapped, bOutGoalSnapped,
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NumRouteRetries, OutDiagnostics, true, nullptr);
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}
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FVoxelConnectivityDiagnostics VF_DiagnosePlayerFitConnectivityWithSampler(
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const IVoxelStrateDensitySampler& Sampler,
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int32 StrateBottomWorldZ,
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