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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@@ -614,6 +614,7 @@ public:
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FVector GetVoxelForgeCoreDefaultCenterWorld() const;
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bool QueryVoxelForgeCoreDensityAt(FVector WorldLocation, float& OutDensity) const;
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bool GetVoxelForgeCoreWorldAssembly(FString& OutCanonicalJson, FString& OutContentHash) const;
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bool GetVoxelForgeCoreResolvedLayout(FString& OutCanonicalJson, FString& OutStableIdentity) const;
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UFUNCTION(BlueprintPure, Category = "Voxel World|Strate")
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int32 GetStrateAtPosition(FVector WorldPosition) const;
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@@ -778,6 +779,8 @@ private:
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TSharedPtr<FVoxelForgeCoreRuntimeState, ESPMode::ThreadSafe> VoxelForgeCoreState;
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FString VoxelForgeCoreWorldAssemblyJson;
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FString VoxelForgeCoreWorldAssemblyHash;
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FString VoxelForgeCoreResolvedLayoutJson;
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FString VoxelForgeCoreResolvedLayoutIdentity;
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FVector CoreFallbackCenterLocalCm = FVector::ZeroVector;
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bool bCoreRegionCompilePending = false;
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TArray<FVoxelTileKey> PendingCoreRegionTiles;
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