wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in the director/adapter and standalone loader; every generator reads the resolved width (no CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its BoundarySealThickness in the shared composition path (diggable by default); faces come from the shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor), SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is gone. The strict layout validator passes on the real world, with 0 endpoint dispatch disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone (reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4. Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal setting/manager/adapter edits uncompiled here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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@@ -419,6 +419,13 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Strates", meta = (ClampMin = "0", ClampMax = "16"))
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int32 InterStrateGapChunks = 0;
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// Physical width of one vertical strate-layout chunk. This is independent of the
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// Core tile width (32^3 voxels) and of the source generator's voxel resolution.
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// 8 m preserves the owner's current SurfaceWorld extent at 25 cm Core voxels.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Strates|World Assembly",
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meta = (ClampMin = "0.25", ClampMax = "64.0", Units = "m"))
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float StrateLayoutChunkSizeMeters = 8.0f;
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//=========================================================================
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// SPINE & INTER-STRATE CONNECTIONS (the (0,0) descent axis)
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//=========================================================================
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