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