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>
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-10-26 12:12:08 +01:00
1 parent 32021930d2
commit fc9227f9e0
22 files changed
+1420 -49

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