parity: Unreal and headless resolve the same four-strate plan (L70, v214)
- Export commandlet writes the live Core adapter's world_assembly + resolved layout pair; the headless owner path imports that pair (manifest/layout equal, layout_chunk_width_q validated). owner_world.json re-exported from the owner's staged assets on the Linux host. - Adapter SW route: Core clearance/radius floors, 0.5 m support search, outward-facing tie-break; passage mouth/mid radius floors match Core (36/24 owner voxels). - FI in Unreal now uses the legacy (compiled analytic) generator unless a plan is imported: the auto native-FI plan failed the passage audit on the owner plan (1843 blocked samples, 945 open-air violations). Owner decides whether native FI returns. - In-engine spawn traces per strate (3 each): SW GenerateTile 42.7 worker-s vs 20.1 headless for equal tile counts; LOD0 p95 45-169 ms in UE. - Fast tier green; all three passages pass on the shared plan. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -80,6 +80,7 @@ struct FStandaloneOwnerWorld
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std::uint32_t CoreVoxelSizeMicrons = 250000;
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std::uint32_t StrateLayoutChunkSizeMicrometres = 8000000;
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std::int64_t StrateLayoutChunkWidthSubvoxels = 8192;
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bool bHasUnrealResolvedCorePlan = false;
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std::shared_ptr<FStandalonePassageVoidCrossingCache> PassageVoidCrossingCache =
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std::make_shared<FStandalonePassageVoidCrossingCache>();
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};
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