54,324 sparse 4 m bricks, uncapped carve/tread/clearance/mouth lists, built in 26-28 ms,
~12 MiB. Weighted over 30.7M near-LOD sample hits: active carve p90 13, mouth p90 13; reach
fallback keeps 18.3% of passage time (FI 12%, TN 19%) - all because the density-dependent reach
(-d*Q + 0.24 m) exceeds 10 m for deeply negative source samples. Not wired into production.
R41 notes (Unreal LOD0-2 gap: ~0.7 s pre-request in BeginPlay, LOD2 tail, apply boost reset;
L80's 4 missing tiles = re-requested empty collision-support tiles) attached.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1