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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@@ -79,6 +79,8 @@ namespace VoxelForgeTest
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NewObject<UVoxelSettings>(GetTransientPackage(), NAME_None, RF_Transient));
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Settings->Seed = InSeed;
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Settings->InterStrateGapChunks = InGapChunks;
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Settings->InterStrateGapMeters = static_cast<double>(InGapChunks)
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* Settings->StrateLayoutChunkSizeMeters;
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// WorldRadiusVoxels/EdgeSealThickness intentionally inherit the UVoxelSettings defaults;
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// WorldEdgeSeal overrides them explicitly when it needs a small test world or radius 0.
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@@ -110,6 +112,8 @@ namespace VoxelForgeTest
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// refinement and roll tests use the smaller synthetic volume as a bounded memory
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// control; the owner-facing showcase opts into 8 chunks below.
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Def->StrateHeightInChunks = FMath::Max(1, InStrateHeightInChunks);
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Def->StrateHeightMeters = static_cast<double>(Def->StrateHeightInChunks)
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* Settings->StrateLayoutChunkSizeMeters;
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// Hard transitions: param blending across a boundary would make "which archetype
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// owns this chunk" ambiguous, and these tests want an unambiguous mapping.
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Def->TransitionType = EVoxelStrateTransition::Hard;
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