wip(assembler): round S9 -- collision look-ahead: ground ring ready on arrival up to 40 m/s and 50 m/s falls
voxel.StreamingCollisionLookahead (default on) predicts the support tile 350 ms ahead along full 3D velocity and prioritises its 9-tile collision ring. Owner plan, BuildHost actor: 40 m/s arrival-ready 25/74 -> 74/74 (CVar-off control 15/74); 6/12/25 m/s stay 100%; -Z 50 m/s 93/93. Spawn unchanged (~7.7 s). Critical LOD0 path at 40 m/s: generation 67 ms p50, RMC body update 38 ms p50. LOD8 cost counted (native horizon 48 ms of 60), optimisation deferred. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -702,6 +702,10 @@ private:
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void BuildCoreDesiredTiles(const FIntVector& Center, const FVector& PlayerPosition,
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APawn* PlayerPawn, const FVector& PlayerHeading,
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TArray<FVoxelTileKey>& OutLeavers);
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FIntVector GetStreamingHeadingStep(const FVector& PlayerHeading,
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const APawn* PlayerPawn) const;
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int32 GetStreamingCollisionLookaheadTiles(const FVector& PlayerHeading,
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const FIntVector& HeadingStep) const;
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void StartPendingCoreRegionCompile();
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void LoadCoreTile(const FVoxelTileKey& Tile, EVoxelTileWorkPriority WorkPriority);
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void EnqueueStreamingResult(FChunkResult&& Result);
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