fix(unreal): U1 -- Unreal compiles again on L61; CoreGeometry asset section; versioned layout-unit upgrade

Windows MSVC catch-up after abyss L15-L61 (no Unreal there): 64-bit clipmap
shift (C4334), qualified VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel, UHT
metadata and duplicate-signature fixes. Optional CoreGeometry section on
UVoxelStrateDefinition (native caves, lattice, profiled heightfields, named
stamps, rooms/tunnels; off/empty by default), resolved after passage planning.
VoxelForgeAssetVersion 2 converts strate height/transition/gap to metres on
load (exact, 0 m change on the owner's 5 assets; packages never saved).
Gates pass (SurfaceWorld, FloatingIslands, Core-off, M2, W1/W8/W16).
KNOWN REGRESSION vs L14 (2026-10-20, same command, same PC): full set 3.9 ->
5.37 s, worker-seconds 15.8 -> 30, LOD0 1.11 -> 1.69 s, ring 0.50 -> 0.80 s;
not yet attributed (Core L15-L61 vs Unreal side).
Report: Standalone/Research/WorldAssemblerM3/Unreal1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Fr0zkaandClaude Opus 5.5 committed 2026-10-26 12:12:08 +01:00
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@@ -2292,6 +2292,30 @@ it also checks the orphan control, brute-force interval samples and the composed
The Linux58 report contains the measured reachability, surface, peer-determinism, timing and capture
results; the code path is not promoted to legacy Maze/VerticalShafts generation.
### 8.55 Unreal CoreGeometry asset bridge and U1 asset version
`UVoxelStrateDefinition::CoreGeometry` is optional and defaults to recipe `None` with no stamps,
rooms, or tunnels. The Unreal adapter preserves the established passage planner, then resolves
authored stamps and cavern graph records, then finalizes the layout. Stable names are required and
are scoped by strate in Core; landmarks may target a stamp, room, or tunnel by that stable name.
Core profile heightfields are restricted to SurfaceWorld. Native caves require the TunnelNetwork or
Underwater archetype; native lattice requires Maze or VerticalShafts. Core recipe/version fields
enter the resolved layout identity when selected. An imported manifest cannot be mixed with a
per-strate profiled heightfield.
The checked-out Core API contains stamp vocabularies V1, V2, and V3. Unreal uses V1 for the original
stamp kinds and V3 for monolith/platform motifs, then combines and strictly validates the result.
Research17 names V2, but the source API and motif vocabulary require V3; source was followed.
Research27 water remains out of scope for U1.
The shared VoxelForge custom asset version is 2: version 1 records the tunnel-floor slope migration;
version 2 adds load-time conversion for inter-strate gap, strate height, and transition width. The
saved strate-layout width is used, currently 8 m. Old packages are converted in memory and marked
dirty, but U1 does not save them. This does not yet migrate the rest of Research8's reflected
spatial-property inventory: legacy chunk distances, owner/Core voxel lengths and frequencies,
placement vectors, and other centimetre fields remain in their prior units. The U1 report records
the five BuildHost asset values, hashes, and remaining work.
## 9. Multiplayer model (listen-server first, dedicated-friendly)
> **Status: transport is DESIGN ONLY — nothing is networked in-tree yet** (no `Replicated`/`HasAuthority`/RPCs; a