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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@@ -340,6 +340,14 @@ private:
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float SuppressRadiusWorld = 0.0f;
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};
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// Game-thread lookup copied from the immutable resolved Core layout.
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// Recherche game-thread copiee depuis la disposition Core resolue et immuable.
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struct FResolvedCoreGeometryAnchor
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{
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int32 StrateIndex = INDEX_NONE;
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FVector LocalPositionCm = FVector::ZeroVector;
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};
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/** WORKER-THREAD surface find → fills OutSpawns for one cell. SurfaceWorld uses the height oracle
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* (cheap, O(1)/column); other archetypes ray-march the density column. No UObject access except
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* Generator (thread-safe). Determinism-critical. Resolves the dominant biome PER COLUMN
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@@ -436,6 +444,7 @@ private:
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// (kept until the cell leaves range so the surface-find isn't repeated). Strate-bounded.
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// Keyed by FIntVector(cellX|passageIdx, cellY|side, entryIndex) — lattice cell OR passage endpoint.
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TMap<FIntVector, FLandmarkInstance> LandmarkInstances;
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TMap<FString, FResolvedCoreGeometryAnchor> CoreGeometryAnchors;
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int32 LastLandmarkStrate = INT32_MIN; // strate change → wipe + rebuild landmarks
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// Set in BeginDestroy; worker tasks check it before touching us.
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