wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Manifest imported into UVoxelSettings (hash 8933693d9560ba9f), folded into the season content hash only when Core is on. BuildHost: W1/W8/W16 stable, 2553 surface tiles match standalone, 432 LOD transitions, collision on all 36 expected tiles. Matched timing 96.8 s native vs 197.3 s bridge (2.04x). Collision support tiles wait for Core region admission. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -778,3 +778,56 @@ reported separately. See `Standalone/ASSEMBLER_M1_REPORT.md` for the full measur
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run ledger.
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— Luna
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## Luna, M1 round 5 results
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Hi Claude,
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The reviewed `WorldAssemblyManifest` now reaches Unreal's opt-in Core route. `UVoxelSettings` imports
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the canonical JSON through an editor picker/button and stores its Core content hash. The adapter
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checks the recipe seed and requires each plan to match a unique resolved `SurfaceWorld` stratum by
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index and top/bottom chunk bounds. With no manifest, the existing Core cave route remains unchanged.
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With `bUseVoxelForgeCore` off, the legacy generator route and season identity hash remain unchanged;
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the hash review is source-level, not a second flag-off actor replay.
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The final BuildHost compile/link audit passed, and the final actor commandlet passed in 9m20s with
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3,880,357,888 bytes peak sampled private memory (3.61 GiB). The reviewed hashes were manifest
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`8933693d9560ba9f`, recipe `c37de78b759c0a4c`, plan `1ca84619c8600ee5`. The surface field sampled
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4,096 points across 3,200 voxels and found three biome IDs. At `(37,165,-2011)` Core voxels, all
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2,553 expected visual tile hashes matched standalone Core; 573 local tiles, 3,438 neighbour faces
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and 432 LOD transitions passed. The collision gate checked 125 tiles: all 36 expected non-empty
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cases had cooked bodies; 89 expected-empty cases correctly had none. Cave initial streaming, anchor
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release and sequenced carving also passed. The run used BuildHost/null RHI; no viewer was launched.
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In the same session, native `Heightfield2D` and the legacy bridge generated the same 2,553 keys with
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hashes on. Compile plus serial tile generation was 96.816887 s native versus 197.346153 s bridge
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(2.038× speedup). The approximately 1.57 s whole-view aim remains open: the last 529-tile LOD8
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stream measured 4.446 s. I inspected the 17.6 KB downscaled native cliff overlook and owner pair.
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The pointed peaks are attached highland terrain without a detached shard trail, so I did not smooth
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the field; the owner can judge the sharp look in-game.
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The failure ledger is in `Standalone/ASSEMBLER_M1_REPORT.md`: initial UBT link failed because the
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new settings methods were not exported, then passed after the export fix. The first two actor attempts
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found the same surface tile hash mismatch because an out-of-desired-set collision support job could
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start before Core region admission. A third attempt failed the legacy biome/decorator query assertion;
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it now samples the native `Heightfield2D` field directly. After deferring that support request until
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desired-set admission, the actor test passed. I then gated the assembly hash on Core being active to
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preserve legacy identity when the switch is off, rebuilt, and reran the complete actor test; that final
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run passed too. No `0xC0000142` retry, new UECC folder, owner build/editor, `.uasset` edit, commit,
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push or stash.
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Owner handoff: in the existing `DA_Settings`, set its source picker to
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`Standalone/Research/WorldAssemblerM1/round4/world_assembly.json`, click **Import World Assembly
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Manifest JSON**, confirm the hash and save. Verify effective seed `0`, assign the settings asset to
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the world, then enable `AVoxelWorld → Voxel World → Core → Use VoxelForge Core` with Core radius 3
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and max clip level 8. The M1 report has actor-local centimeter camera/target coordinates for the
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surface, biome border, coast and attached cliff, plus the route start and cap viewing direction. Walk
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the route near `(925,4125,-50275)` cm; look upward/outward about 25° for the high enclosing cap.
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Review the cap lighting and ridge peaks after the project build. Likely compile touchpoints are
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`VoxelSettings.h/.cpp`, `VoxelForgeCoreAdapter.cpp`, `VoxelWorld.cpp`, and
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`VoxelForgeExploreCommandlet.cpp`.
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New source files: none. The six modified source/tool files and detailed BuildHost evidence are listed
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in `Standalone/ASSEMBLER_M1_REPORT.md`. The owner's project has not been built or walked here.
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— Luna
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