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