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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@@ -88,19 +88,22 @@ therefore **128 m**, and a 64-chunk strate is **512 m**. Core still stores work
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at 25 cm those tiles happen to span 8 m, but they are not the layout unit. The gameplay capsule remains
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**0.34 m radius / 1.76 m tall** (**2.72 / 14.08 legacy voxels**). Research-field dimensions are authored
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in metres and converted at runtime. The live
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strate generator continues to read voxel-valued parameters from its assets, so those authored
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dimensions become half as large in metres unless their asset values are doubled.
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strate generator continues to read voxel-valued shape parameters from its assets, so those authored
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dimensions become half as large in metres unless their asset values are doubled. U1 adds a
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versioned in-memory conversion for strate height, transition width, and inter-strate gap only; the
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broader Research8 voxel/chunk/centimetre inventory is not yet migrated.
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The intended metre-scale families remain: room diameters **8-20 m**, origin hub **24 m**, room cells
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**32 m**, round tunnel bores **3-4 m**, maze cells **16 m** with a **6.25 m nominal bore** (**3.125 m**
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radius; **3.0625 m** worst-case usable floor after roughness), slab open span **22.4 m**, shaft
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diameters **4-7 m**, island diameters **12-24 m**, and ordinary inter-strate bores **3-4 m**. Source
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new fixed physical dimensions are authored in metres and converted to voxel counts at the boundary.
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The owner's voxel-valued live strate assets are not migrated by C++: unchanged saved values therefore
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produce half-size rooms, tunnels, features and noise periods in metres. See the step-3 migration list
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in the handoff report for the exact `DA_Settings` fields and values.
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The owner's voxel-valued live strate shape settings are not migrated by U1: unchanged saved values
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therefore produce half-size rooms, tunnels, features and noise periods in metres. See the U1 report
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for the conversion coverage and remaining Research8 fields.
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**Owner asset migration (no packages were edited):** preserve `DA_Settings` distances by changing
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**Prior reauthoring recommendation (not applied in U1; no packages were edited):** preserve
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`DA_Settings` distances by changing
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`ViewDistanceXY 32→64`, `ViewDistanceUp/Down 10→20`, `PawnCollisionRadiusChunks 2→4`,
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`StrateViewMarginChunks 6→12`, `ClipRadius 6→12`, `RenderDistanceChunks 1536→3072`,
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`EdgeSealThickness 128→256 voxels`, decoration radius/near radius `12/6→24/12 chunks`, region
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@@ -110,8 +113,9 @@ size `8→16 cells`, spacing/far spacing `8→16 voxels`, march step `4→8 voxe
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`12→24 cells`; it is currently disabled. Keep `MaxClipLevel=6` and zero-valued disabled/unbounded
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limits unchanged; double finite world radii and gaps, and multiply finite voxel-volume caps by 8.
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The loaded `Crystal Cave` slot in `DA_Strate3` is 64 chunks tall; use 128 chunks to preserve its
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former 512 m span. Its voxel-authored live-generator lengths remain half-size until that asset is
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re-authored; the editor-only research field is the step-3 target.
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former 512 m span. U1 automatically converts only strate height and transition widths and the
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settings gap at load; the remaining recommendations above are pending. Its voxel-authored
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live-generator lengths remain half-size until their asset fields are migrated.
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Step-3 six-worker scale benchmark (idle machine, `Saved/Research/step3/scale/step3_scale_cacheperf_v1`):
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the 519³ field took **7.133834–7.825292 s** across three runs (median **7.347496 s**); the 259³
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@@ -1323,6 +1327,30 @@ See ARCHITECTURE §8.54 and
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[`Standalone/Research/WorldAssemblerM3/Linux58/REPORT.md`](Standalone/Research/WorldAssemblerM3/Linux58/REPORT.md)
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for resolved records, final-field reachability, controls, timing, hashes and captures.
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### 3.37 Unreal CoreGeometry assets and partial metre upgrade — World Assembler U1
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`Public/VoxelStrateTypes.h` declares optional `FVoxelForgeCoreGeometry`. Its default recipe is Off
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and its stamp, room, and tunnel arrays are empty. `Private/VoxelForgeCoreAdapter.cpp` maps authored
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metres to Core layout requests after passage planning and before finalizing the layout. Stamps use
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the V1 resolver for original stamp kinds and V3 for monolith/platform motifs because the checked-out
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Core API exposes V3; authored cavern records use `ResolveResolvedCavernGraphV1`. Stable feature
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names are namespaced by strate in the resolved layout. `FStrateLandmark::CoreGeometryStableName`
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binds one landmark to such a resolved record, and `VoxelContentManager.cpp` builds its lookup from
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the finalized snapshot. `VoxelWorld.cpp` retains resolved layout identity in content hashing.
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`Private/VoxelForgeAssetVersion.h` sets the shared custom version to 2. `UVoxelSettings::Serialize`
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and `UVoxelStrateDefinition::Serialize`/`PostLoad` upgrade only inter-strate gap, strate height,
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and transition width using the saved 8 m layout chunk. These conversions are version-guarded and
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idempotent. No package save is performed by the audit. Other Research8 chunks, owner-voxel lengths,
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Core-voxel lengths/frequencies, and centimetre fields remain on their existing units and need a
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separate migration.
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Likely compile/UHT touchpoints are the reflected nested fields in `VoxelStrateTypes.h`, Core snapshot
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and resolver signatures in `VoxelForgeCoreAdapter.cpp`, `FCustomVersionRegistration` and the old
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tunnel-slope version in `VoxelStrateDefinition.cpp`, plus the standalone `VoxelForgeExplore` audit
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in `VoxelForgeExploreCommandlet.cpp`. `GetStrateForChunk` still receives layout-chunk Z, not a Core
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tile index. See `Standalone/Research/WorldAssemblerM3/Unreal1/REPORT.md` for BuildHost evidence.
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## 4. The density pipeline (most-edited hot path)
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### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:3749
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