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