fix(strate): opt-in diagnostic goes Verbose under automation, not Log
The verbosity fix stopped the diagnostic failing the suite, but it still printed at Log on every Initialize -- which the fixture calls dozens of times per run, burying the actual test output under hundreds of identical lines. Under GIsAutomationTesting it now logs at Verbose (off by default, still available with -LogCmds). Editor and game keep Warning, where it is actionable and fires once per rebuild. The information was worthless in tests anyway: the fixture's opt-in state is known by construction, and the one test that needs the opted-in variant (OpStack.ClassifyTileSoundness) already reports "all 7 cave layout slots have Use Operator Stack enabled" on its own. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -165,7 +165,7 @@ void UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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TEXT("[StrateManager] Operator-stack opt-in: %d/%d cave layout slots have Use Operator Stack disabled. These slots cannot use operator-stack ClassifyBox/T1.d; enable the asset setting on the listed definitions if that is intended."),
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TEXT("[StrateManager] Operator-stack opt-in: %d/%d cave layout slots have Use Operator Stack disabled. These slots cannot use operator-stack ClassifyBox/T1.d; enable the asset setting on the listed definitions if that is intended."),
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NumOperatorStackDisabledCaves, NumCaveSlots);
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NumOperatorStackDisabledCaves, NumCaveSlots);
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Log, TEXT("%s"), *Summary); }
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Verbose, TEXT("%s"), *Summary); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Summary); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Summary); }
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}
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}
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else
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else
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@@ -191,7 +191,7 @@ void UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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Slot.TopChunkZ,
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Slot.TopChunkZ,
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Slot.BottomChunkZ);
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Slot.BottomChunkZ);
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Log, TEXT("%s"), *Line); }
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if (bQuietDiagnostic) { UE_LOG(LogTemp, Verbose, TEXT("%s"), *Line); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Line); }
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else { UE_LOG(LogTemp, Warning, TEXT("%s"), *Line); }
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}
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}
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