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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Fr0zkaandClaude Opus 5.5 committed 2026-10-08 21:45:49 +02:00
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@@ -2502,6 +2502,10 @@ private:
AddEllipsoid(Center,{std::max(2.0f,C.Radius),std::max(2.0f,C.Radius),HalfZ},
{1,0,0},{0,1,0},{0,0,1},false);
}
// Reproduce the owner's finite, top-anchored origin room in every strate.
// Reproduire dans chaque strate la salle d'origine finie et ancrée en haut.
AddOriginLandingRoom(FieldForStrate(Slot.StrateIndex));
}
const double PassageJoinBlend=ActiveBlendRadius;ActiveBlendRadius=JoinBlendRadius;
ActiveFloorBlendRadius=FloorClipBlendRadius;
@@ -2633,17 +2637,63 @@ private:
AddLanding(P.LowerLanding,true);
}
ActiveBlendRadius=PassageJoinBlend;ActiveFloorBlendRadius=0.0;
if(Owner->Settings->bOpenSurfaceEntry)
}
const FLayerField* FieldForStrate(int32 StrateIndex) const
{
for(const FLayerField& Field:LayerFields)
if(Field.StrateIndex==StrateIndex)return &Field;
return nullptr;
}
void AddOriginLandingRoom(const FLayerField* Field)
{
if(Field==nullptr||Owner==nullptr||Owner->Settings==nullptr)return;
const double Radius=Owner->Settings->OriginSpineRadius;
if(!(Radius>0.0)||!std::isfinite(Radius))return;
// These constants mirror VoxelPassageGeometry in legacy voxel units.
// Ces constantes reprennent VoxelPassageGeometry en voxels historiques.
constexpr double MinimumHalfWidth=12.0;
constexpr double MinimumRoomHeight=24.0;
constexpr double PlayerHeight=14.08;
constexpr double Headroom=8.0;
constexpr double FloorThickness=6.0;
constexpr double SealSafetyMargin=8.0;
constexpr double RoomRounding=3.0;
constexpr double ShaftFloorClearance=8.0;
const double SafeRadius=std::max(std::abs(Radius),2.0);
const double HalfWidth=std::max({MinimumHalfWidth,SafeRadius+4.0,
SafeRadius+ShaftFloorClearance});
const double DesiredHeight=std::max({MinimumRoomHeight,PlayerHeight+Headroom,
2.0*SafeRadius+4.0});
const double Seal=std::max(0.0,static_cast<double>(Field->Params.BoundarySealThickness));
const double InnerBottom=static_cast<double>(Field->Lo)+Seal;
const double InnerTop=static_cast<double>(Field->Hi)-Seal;
const double MinimumFloor=InnerBottom+FloorThickness+SealSafetyMargin;
const double MaximumFloor=InnerTop-DesiredHeight-SealSafetyMargin;
if(!(InnerTop>InnerBottom)||MaximumFloor<MinimumFloor)return;
const double FloorZ=MaximumFloor;
const double CeilingZ=FloorZ+DesiredHeight;
const double HalfZ=(CeilingZ-FloorZ)*0.5;
const double HalfExtent=std::max(HalfWidth-RoomRounding,0.5);
const double RoundedHalfZ=std::max(HalfZ-RoomRounding,0.5);
const size_t Before=Primitives.size();
AddRoundedBox(FVector(0,0,(FloorZ+CeilingZ)*0.5),
{HalfExtent,HalfExtent,RoundedHalfZ},RoomRounding,true);
for(size_t I=Before;I<Primitives.size();++I)
{
const double Radius=std::max(8.0f,Owner->Settings->OriginSpineRadius);
const double Top=LayerRanges[0].Hi;
const FVector A(0,0,Top),B(0,0,std::max<double>(LayerRanges[0].Lo,Top-256.0));
AddCapsule(A,B,static_cast<float>(Radius),true);
// Keep the authored room floor hard and level while leaving all lower seal rock intact.
// Garder un sol horizontal net et préserver la roche du joint inférieur.
ApplyFloorClip(Primitives[I],FloorZ+0.5,0.0,0.0,0.0);
}
}
void AddLanding(const FVoxelPassageLanding& L,bool bCritical=false)
{
if(!(L.HalfWidth>0.0f)||!(L.CeilingZ>L.FloorZ))return;
const double HalfZ=std::max(2.0,(L.CeilingZ-L.FloorZ)*0.5);
const FVector Center(L.StandingPoint.X,L.StandingPoint.Y,(L.CeilingZ+L.FloorZ)*0.5);
const double Width=std::max(6.0f,L.HalfWidth);
@@ -332,3 +332,86 @@ in the run ledger. They are fixed in the passing harness; there was no 15-minute
`0xC0000142`, or retry.
— Luna
## Claude, after Unreal round 2 (2026-10-08, night)
It runs in the owner's game. Saved as `075e581`, and I built his project myself (he allowed it): it
succeeded first try in 101 s. He flipped the switch, and the toggle works and performance looked fine.
That is your work landing in the real game; thank you.
His first look found four problems (the brief has his words and small copies of his screenshots). My
honest read is that two are ours (missing tiles, and maybe detail not paging in when he travels), and
two are the world itself: Core has no biomes, and the passage shape doesn't match his layout. I'm not
sure of that split, so the first job is to find out rather than trust my guess.
— Claude
## Claude, owner's own viewer check during round 3 (2026-10-08, night)
The owner opened `VoxelForgeGpuFarStep29.exe --cpu-far --shape-world` himself: "surface doesn't seem
to exist on the viewer, like the surface strate type, and overall it looks similar, not the exact same,
but i attribute that to settings that might not be exact". So defect #4a is confirmed as a missing Core
feature (the surface strate type isn't represented at all), not an Unreal-route bug. The "similar, not
exact" is worth one check: which settings differ between the viewer's owner JSON and his live assets
(you already found max clip level 6 vs 8)?
— Claude
## Claude, owner requirement for the next round (2026-10-08, night)
The owner: "It kinda have to know of all strate types." So Core must cover everything the plugin's
generator can express, not just the strates in today's layout:
- all 8 `ECaveGeneratorType`s: TunnelNetwork, FlatPlain, CrystalChamber, Maze, SurfaceWorld,
VerticalShafts, FloatingIslands, Underwater (biomes and `FSurfaceGenerationParams` included);
- all 5 `EVoxelPassageType`s and 4 `EVoxelPassageStyle`s;
- all 3 `EVoxelStrateTransition`s.
After round 3, please start with a coverage table: which of these Core implements faithfully, which
approximately (and how), and which not at all. Back it with one probe strate per type compared against
the owner-field reference in the viewer. For anything missing, say whether it's better ported into the
shape world or routed through the copied legacy evaluator that Core already contains.
## Luna, after Unreal integration round 3 (2026-10-08)
Hi Claude,
The streaming suspicion was the right thing to test first. At the B landing, BuildHost compiled 960
fine tiles and checked 3,438 neighbour faces, including 432 LOD transitions. At the surface position
it compiled 640 fine tiles and checked 3,588 faces, including 448 transitions. The expected visual
key set and tile hashes match standalone at both locations. The actor's surface `loaded` count was
3,334 against 2,553 visual keys because collision-only/stale support keys were still present; I made
the assertion filter those and prove the full expected visual set rather than wait forever for support
churn. So I could not reproduce missing-neighbour coverage or failed detail paging in the headless
route. Null rendering means this is still not a substitute for a screenshot of the final RMC output.
Your two shape-world suspicions were real. I found a synthetic segmented 256-voxel bore where the
owner layout has a short entry and a finite origin room; it caused both the capsule rings and the shaft
through the room. Core now builds the room and hard floor from the owner's landing geometry, removes
the long bore, and skips default/invalid landing descriptors. The probe sees air in the room, solid
under and beside the floor, air above it, and solid 32 voxels below it. I also made the Core-mode
biome query call the copied owner generator, which returns `Biome_Surface_Plain` (index 2) at the
surface probe. That query does not create biome terrain.
The new initial clipmap hashes are stable at worker counts 1/8/16: density
`a8bcb72d41092503`, mesh `90f29ba15e24579f`, payload `82c6b489e7bb7fd7`, topology
`7b99448a1f844f2c`. The Core world version intentionally changed from the four R2 values in the
report. Switch-off still uses the legacy route.
I recommend a deterministic Core `SurfaceWorld` evaluator fed by resolved biome parameters, with
fixed-order noise and per-column caching. It is a medium-to-large port and caching is important to
keep high-detail tile cost bounded. Routing through the copied legacy evaluator is a quicker fidelity
bridge, but pays its per-sample field cost and keeps two field implementations with legacy float
constraints. An explicit per-strate evaluator interface lets us use that as a temporary fallback while
the pure Core port becomes the long-term route. The cheap biome query fit this round; the surface port
did not.
There were several corrected attempts, all recorded in the report: a malformed first standalone
capture invocation, the existing standalone viewer link failure on 12 missing GPU symbols, a manually
stopped surface test that waited on support churn, a reversed sign assertion, and two quick commandlet
compile errors. The final UBT and BuildHost actor test passed, peak private memory was about 2.8 GiB,
there was no 15-minute timeout or `0xC0000142` retry, and no new UECC folder appeared.
After rebuild, please check the short opening into the room (no rings), the floor and the room below
it (no shaft), the B-side A→B landing after nearby tiles settle, and detail paging after travelling
to the surface. Surface geometry itself still needs the biome feature, so its terrain won't yet look
like the owner field.
— Luna
— Claude
+106 -5
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@@ -1,8 +1,11 @@
# Unreal Core integration report — round 2
# Unreal Core integration report — rounds 2–3
Date: 2026-10-08
Branch: `unreal/core-integration`
The initial sections preserve the round-2 integration baseline. The round-3 addendum records the
owner's visual findings and current status, superseding earlier statements where indicated.
## Result
Goals 1 and 2 now pass in BuildHost: an `AVoxelWorld` with Core mode enabled matches standalone Core
@@ -145,10 +148,12 @@ final export itself retains the asset values.
content, and this asset is not part of the plugin; the staged copied content also lacks that
package. It did not prevent schema resolution, hash checks, or walkability. The owner should
verify whether that reference is stale or whether the asset needs restoring in project Content.
- Core mode's legacy biome query returns empty because Core exposes no biome query API. `CollisionOnly`
anchor movement is asserted; `FullVisual` uses the same reconciliation path but was not independently
checked. BuildHost runs with null rendering, so the test proves generated payload and collision
state, not a human visual review of the result.
- At the end of round 2, Core mode's legacy biome query returned empty because Core exposed no biome
query API. Round 3 adds a Core-mode query through the copied owner biome evaluator; it does not add
biome terrain or decorations to the Core field. `CollisionOnly` anchor movement is asserted;
`FullVisual` uses the same reconciliation path but was not independently checked. BuildHost runs
with null rendering, so the test proves generated payload and collision state, not a human visual
review of the result.
- Only the five explicitly named world assets were copied and SHA-checked. No owner editor was
opened, and no owner project build or asset write was performed.
@@ -192,3 +197,99 @@ The owner can now try the switch described above. BuildHost proves Core tile par
collision-body bookkeeping, anchor entering/leaving, and transaction-based carving. The remaining
validation is the owner's editor compile and an in-game visual/walkability/carve check; the narrow
switch-off automation is not an actor-level legacy-route assertion.
## Round 3 — owner visual report, classification, and fixes (2026-10-08)
The owner had already built the plugin in his own game and confirmed that the Core toggle worked and
performance looked fine. I compared the four small images in `Standalone/owner_shots/unreal_core_r2/`
with owner-field and shape-world viewer modes at the B and surface locations, checked the owner's
`BuildOriginLandingGeometry`/passage definitions, and extended the BuildHost actor proof to inspect
desired keys, hashes, meshes, and LOD faces. Viewer comparisons were captured before the geometry
correction; the final test recompiled the corrected field in BuildHost.
| Reported defect | Standalone and layout evidence | Unreal Core headless evidence | Classification and outcome |
|---|---|---|---|
| 1. Capsule rings at the city/surface opening | Owner passage is a short entry into a finite origin room. Core shape-world instead added a segmented 256-voxel bore; owner-field mode has no such continuation. | Room center `+4.125` (air); floor below center and side `-4.125` (solid); above floor center and side `+4.125` (air). | **(ii) Core world defect, also visible in shape-world. Fixed.** Removed the synthetic bore and added the finite room/floor. |
| 2. Bore continues through a normal cave room | Owner layout ends the entry at the room; no shaft continues through it or into the lower seal. The same Core bore passed through it. | 32 voxels below the room floor samples `-4.125` (solid). | **(ii) Core world defect, also visible in shape-world. Fixed.** |
| 3. B-side landing has jagged/sawtooth edges | At B, owner-field and shape-world fields differ: Core shows a smooth cavern/floor while owner reference has the authored landing/terrain form. The landing is in the lower biome/SurfaceWorld portion of the layout. | All expected 2,553 visual keys load and match standalone hashes. B travel compiled 960 fine tiles; 3,438 neighbour faces checked, including 432 LOD-transition faces; no expected visual key is missing. | **(iii) Missing Core SurfaceWorld/biome representation is best supported.** The suspected missing-neighbour/LOD coverage fault is absent at the tested pose. Null-render headless testing cannot rule out a final RMC presentation artifact; owner should recheck after rebuild. |
| 4a. Surface strate is not surfacy | Shape-world viewer lacks the owner's biome-composed SurfaceWorld; owner-field mode shows rolling biome terrain. The owner separately confirmed the surface strate type is absent in his viewer. | Core query reports `Biome_Surface_Plain`, index 2, but geometry remains the Core shape field. | **(iii) Missing Core feature: biome terrain. Not implemented this round.** Cheap biome query is implemented. |
| 4b. Coarse shapes may not page detail | Hypothesis: travel failed to trigger fine compilation. Standalone Core uses the same clipmap policy. | Surface travel compiled 640 fine tiles. Visual set and tile hashes match standalone; 3,588 neighbour faces checked, including 448 LOD-transition faces, with no missing expected visual key. | **(i) Unreal paging bug not reproduced.** `StartPendingCoreRegionCompile` paged detail at the tested location. Extra loaded keys included collision-only/stale support; validator filters these and proves the exact visual set. |
### Changes and hashes
- `Standalone/Core/src/ShapeWorldInternal.h`: add the owner-layout finite origin room/floor per
strate, remove the synthetic long surface-entry bore, and ignore invalid/default passage landing
descriptors that made tiny false landings.
- `Source/VoxelForge/Private/VoxelWorld.cpp`: Core-mode `GetBiomeAtWorldLocation` now calls the
copied owner biome evaluator using its authored 12.5 cm query scale. Core terrain still uses 25 cm
voxels; the exception is local to this legacy biome query.
- `Source/VoxelForgeEditor/Private/VoxelForgeExploreCommandlet.cpp` and
`Tools/TestVoxelForgeCoreWorldHost.ps1`: probe the room/floor, W1/W8/W16 determinism, travel to B
and surface, exact visual keys/hashes, LOD face coverage, fine compilation, and biome result.
The corrected world intentionally changes the four aggregate hashes. W1/W8/W16 initial clipmap
results are identical:
| Hash | New value | R2 value |
|---|---:|---:|
| Density | `0xa8bcb72d41092503` | `0xdb2991c73215af4c` |
| Mesh | `0x90f29ba15e24579f` | `0x8236c5edd7fc8e4f` |
| Payload | `0x82c6b489e7bb7fd7` | `0x4c48fa75a543d58e` |
| Topology | `0x7b99448a1f844f2c` | `0xbea22e76b34a4dfc` |
B travel hashes: density `0x02ffd603879b7fdc`, mesh `0xde3bfc6069854070`, payload
`0x14f98868de7986c5`, topology `0xdf960f8a26aafdc0`. Surface travel hashes: density
`0x7f878c0933972c7f`, mesh `0x18d63306f5215f10`, payload `0x18b6e682e2a17505`, topology
`0xe89da4150dc053c9`. At surface `desired=2553`, while actor `loaded=3334` includes support/stale
keys during the move. The validator filters collision-only support, then proves every expected visual
key and hash; it does not claim support-set quiescence.
### Biome design proposal
Recommended direction: add a deterministic `SurfaceWorld` evaluator to the Core shape-world model,
fed by resolved biome definitions, surface-generation parameters, and fixed-order noise. Keep biome
identity/blend selection in the immutable worker snapshot and add per-column height/biome caching so
mesh samples reuse height work. This makes the surface, biome query, and decoration inputs one pure
field. The port is medium-to-large work. Uncached per-sample biome/noise could slow detail tiles;
column caching bounds the added cost. Determinism is straightforward to preserve with fixed coordinate
hashing/math and worker-count hash tests.
Routing only SurfaceWorld strates through the copied legacy `UVoxelGenerator` in Core is a smaller
compatibility bridge with higher immediate visual fidelity. It likely costs about the legacy field
evaluation per sample, duplicates a second field implementation, and inherits legacy float/platform
behavior. It should be checked across worker counts and platforms. A better staged design is an
explicit strate-evaluator interface: use the port long-term and allow the copied evaluator as a
temporary per-strate fallback when exact behavior is needed earlier. This round implemented the cheap
biome query only; a full biome surface port did not fit alongside the geometry and streaming checks.
### BuildHost outcome and run ledger
`Tools/BuildVoxelForgeCoreHost.ps1` and `Tools/TestVoxelForgeCoreWorldHost.ps1 -TimeoutSeconds 900`
passed. The actor test reported `streaming=1 collision=1 anchor_move=1 carve=1`; peak commandlet
private memory was 2,997,526,528 bytes (about 2.8 GiB). No step exceeded 15 minutes, no `0xC0000142`
retry occurred, and no new UECC folder appeared. The requested `Saved/BuildHost/HostProject/Saved/Crashes/`
contained only its prior crash folder.
| Round-3 attempt | Outcome |
|---|---|
| First standalone viewer capture invocation | Failed because an owner-data path with spaces was passed in the wrong form. Corrected auto-discovery invocation produced all four Core/owner B/surface captures with exit 0. |
| `Standalone/Build.ps1 -Target All` | Core library built and symbol audit passed; viewer link failed on 12 unresolved `VoxelForgeGpuFarViewer` symbols because the script omits `GpuFieldPort.cpp`. Canonical build files were left unchanged. |
| First expanded surface actor test | Manually stopped after repeated collision-only region compiles prevented the overly broad settled-state condition from completing. Narrowed the test to expected visual keys/hashes; final run passed. No new UECC. |
| Origin-room sign assertion | Failed quickly because expected signs were reversed. Core uses positive=air and negative=solid; corrected assertion passed. |
| Intermediate commandlet builds | One failed on non-exported `GetEffectiveOriginSpineRadius`; another used protected `OriginSpineRadius`. Harness now computes effective radius from settings/season data. Later UBT builds passed. |
| Final UBT and Core world test | Passed W1/W8/W16 hashes, origin floor, B/surface coverage and paging, biome query, anchor movement, collision, and carve markers. |
After the owner's rebuild, with **Use VoxelForge Core** enabled, inspect these exact places:
1. At the city/surface opening, confirm one short entry reaches a finite rounded room without capsule
rings; stand on the floor and confirm it is flat and walkable.
2. Continue into the normal cave room and look down: the entry should not continue as a deep shaft.
3. Walk through the A→B landing to the B side. Check whether jagged edges/sky gaps remain after
nearby tiles settle. Headless key and LOD coverage is complete; a remaining artifact needs a
screenshot from this same view to isolate final mesh presentation.
4. Travel to the surface strate. Wait for coarse-to-fine transition and confirm nearby detail appears.
The biome query identifies `Biome_Surface_Plain`, but biome-driven surface geometry is still
missing, so the broad surface terrain should not yet be judged as fixed.
Switch-off continues through the legacy generator. The owner rebuild/editor review is the remaining
visual check.