unreal: startup boost spans epoch churn; empty collision tiles stay classified (L92)
- Startup apply boost (24 meshes / 14 ms) now ends on initial LOD0-2 + collision readiness or the 30 s timeout, not on the first desired-epoch change: FI LOD0-2 settled 3.49 -> 3.40 s. - Known-empty LOD0 collision classifications persist across unloads within a modification epoch and are invalidated on edits; commandlet readiness accepts CollisionNotRequired tiles. The 30 m/s movement trace now passes (no re-requests of the 4 support tiles). - Startup trace events: SerializeResolvedWorld ~466 ms synchronous in BeginPlay (unchanged); SW bReady at 2.74 s vs FI 0.75 s (to investigate). Redundant second parse removed. - Core output identical. Fast tier PASS; Linux UE builds. R42 notes attached. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -17266,7 +17266,8 @@ bool RunCoreFloatingIslandActorIntegrationTest(
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{
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if (World == nullptr || World->DesiredSorted.IsEmpty()) return false;
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for (const FVoxelTileKey& Key : World->DesiredSorted)
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if (!World->LoadedTiles.Contains(Key)) return false;
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if (!World->LoadedTiles.Contains(Key)
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&& !World->CollisionNotRequiredTiles.Contains(Key)) return false;
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return true;
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};
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const auto CollisionSetSettled = [](const AVoxelWorld* World)
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@@ -18129,7 +18130,8 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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if (World == nullptr || World->DesiredSorted.IsEmpty()) return false;
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for (const FVoxelTileKey& Key : World->DesiredSorted)
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{
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if (!World->LoadedTiles.Contains(Key)) return false;
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if (!World->LoadedTiles.Contains(Key)
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&& !World->CollisionNotRequiredTiles.Contains(Key)) return false;
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}
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return true;
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};
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@@ -19583,7 +19585,8 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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if (World == nullptr || World->DesiredSorted.IsEmpty()) return false;
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for (const FVoxelTileKey& Key : World->DesiredSorted)
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{
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if (!World->LoadedTiles.Contains(Key)) return false;
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if (!World->LoadedTiles.Contains(Key)
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&& !World->CollisionNotRequiredTiles.Contains(Key)) return false;
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}
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return true;
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};
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