wip(unreal): round 3 -- owner's in-game defects classified; opening room fixed; Core biome query
Luna, integration round 3, from the owner's four in-game screenshots: - Capsule rings at the opening and the shaft continuing through the cave room were Core world defects: the synthetic bore is removed and the opening gets a finite origin room and floor (solid below). New world version, W1/W8/W16 identical: density a8bcb72d41092503, mesh 90f29ba15e24579f, payload 82c6b489e7bb7fd7, topology 7b99448a1f844f2c. - B-side landing and surface: headless coverage found no missing tiles or LOD-transition gaps (960 / 640 fine tiles compiled after travel); best explained by Core's missing SurfaceWorld representation. Null-RHI cannot rule out a presentation-only issue. - Core mode GetBiomeAtWorldLocation now answers (e.g. Biome_Surface_Plain); biome terrain itself is not generated yet (proposal: native Core SurfaceWorld evaluator). Owner checked the Step29 viewer himself: the surface strate type is absent there too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -1099,6 +1099,36 @@ and physical play check remains the hand-off step. See
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[`Standalone/UNREAL_INTEGRATION_REPORT.md`](Standalone/UNREAL_INTEGRATION_REPORT.md) for evidence,
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known limits, and instructions.
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### 8.18 Core world correction and biome gap — integration round 3
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**Status (2026-10-08):** the owner confirmed that Core runs in his game. His first visual review found
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two shape-world defects and two suspected streaming/feature defects. The finite origin room and its
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floor now follow the owner layout; the synthetic 256-voxel entry bore was removed, and invalid
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passage descriptors no longer create micro-landings. This is an intentional Core world-version
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change. The standalone viewer's old hashes are not compatible with this corrected field; the new
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BuildHost initial clipmap hashes match at W1/W8/W16:
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`density=a8bcb72d41092503`, `mesh=90f29ba15e24579f`, `payload=82c6b489e7bb7fd7`,
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`topology=7b99448a1f844f2c`.
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The BuildHost actor proof now travels to the B-side landing and the surface strate. At each position,
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the desired visual tile-key set is complete, tile payload hashes match standalone Core, and adjacent
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same-LOD and transition faces have full coverage. Fine tiles compiled around the travelled player
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(960 at B and 640 at the surface position). The surface actor phase had extra stale/support keys in
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its loaded collection, so the check filters collision-only support and asserts the exact 2,553-key
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visual set; it does not claim every collision-support compile had quiesced. Null rendering still
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means this is streaming/payload evidence, not an Unreal screenshot.
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`GetBiomeAtWorldLocation` now queries the copied owner biome evaluator in Core mode at the legacy
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12.5 cm query scale expected by that evaluator. It returns biome identity/data for the surface sample
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(`Biome_Surface_Plain`, index 2); this query does not add biome-driven terrain or decorations to the
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Core shape field. A full biome surface remains a separate feature. Recommended next design: make
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strate evaluation explicit in the resolved Core snapshot, with a deterministic `SurfaceWorld` path
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that consumes resolved biome/height parameters and uses fixed-order noise plus per-column caching.
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This is a medium-to-large port with controllable per-voxel cost and straightforward worker
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determinism. Routing SurfaceWorld through the copied legacy evaluator is a smaller fidelity bridge,
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but it duplicates the field boundary, costs roughly the legacy evaluation per sample, and inherits
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more float/platform constraints; keep it as a temporary compatibility route only if exact behavior
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is required before the port. See the round-3 table in the integration report for per-defect evidence.
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## 9. Multiplayer model (listen-server first, dedicated-friendly)
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> **Status: transport is DESIGN ONLY — nothing is networked in-tree yet** (no `Replicated`/`HasAuthority`/RPCs; a
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