Files
VoxelForge/CODEMAP.md
T
Fr0zka 03ddcde334 feat(opstack): FRoomGraphSource::EffectOverBox answers spatially -- and AUDIT C2 is fixed
The chain no longer dies at the room source. The criterion is the per-voxel cull
lifted from point to box, which can fail for exactly one reason: Eval starts at
MinSDF = FLT_MAX and only lowers it through a primitive that survives its own
cull, so if no cached primitive survives its cull anywhere in the box, Sdf stays
FLT_MAX across the whole box.

FSdfConvertOp already returned Identity ("la source a repondu pour la paire") and
the twelve detail modifiers already inherited through VF_NoCaveOverBox. One
function learned to answer and fourteen operators became provable -- what the C1
wiring was built for.

Three deliberate choices, all erring toward CPU rather than toward a hole:
- |Perlin3D| <= 2, derived from GradDot + the convex hull of a trilinear lerp,
  instead of the header's observed "~[-1,1]". A verdict resting on an observation
  is the hole this file spends its life avoiding.
- the op pool is passed to BuildChunkCache, not nullptr: the bake reads OpParams
  to place pits and chimneys, so nullptr would under-bound the cache and could
  return Identity over a real pit.
- the search box is wider than Eval's, giving a superset of primitives.

The verdict is memoised per box (all twelve modifiers ask the same question), and
the cache is a SECOND per-worker cache so classification cannot disturb a live
generation's hot cache.

AUDIT C2, confirmed 2026-07-28, is fixed on the switch path in the same breath:
GetDensityWithParams now takes required ParamsFingerprint + LayoutVersion. The
alternative this audit section used to recommend -- add chunk Z to the key -- is
insufficient (Interleaved makes Alpha depend on chunk XY too) and destructive
(chunk XY is deliberately absent so gradient probes don't thrash the box, ARCH
8.10). The CRC is taken once per chunk where the params memo already lives, so
the per-voxel cost is two integer compares. The three test call sites pass it
too, so the oracle stops sharing the defect it tests.

Check 4 of the tunnel test no longer asserts "0 proved" -- that assertion would
now forbid the gain. It brute-forces every proved tile voxel by voxel instead and
reports the count, because a false verdict leaves no geometry and no collision
behind it.

The second debt (per-room ops can raise a modifier's amplitude above the strate
params a box bound reads) turned out to be DORMANT, not live: where the source
proves Identity the modifiers' gate never opens, and where it answers Both it
supplies no MaxCarveOverBox so nothing is provable anyway. It goes live the day
the source gains one. Written at the site.

Unbuilt.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:48:18 +02:00

68 KiB
Raw Blame History

VoxelForge — Code Map & Knowledge Index

Purpose: a navigation index so anyone (human or AI) can locate and modify code without re-reading the whole plugin. Anchors are File:line — line numbers drift as code is edited, so trust the symbol name first and the line as a hint.

Plugin root: Source/VoxelForge/ · ~8,300 lines of C++ across 25 files. Comments in the code are mixed French + English. UE module = VoxelForge (Runtime).


1. What this plugin is

A density-field voxel terrain plugin for Unreal Engine, built around underground "strates" (vertical geological layers, each a self-contained mini-world).

  • No block grid. Terrain is a continuous scalar density field evaluated on the fly from world coordinates. Convention: negative = solid rock, positive = air (the Marching Cubes convention used throughout).
  • Marching Cubes turns the density field into a smooth mesh per 32³ chunk.
  • Strates stack downward from Z=0. Each strate is a UVoxelStrateDefinition data asset that picks a generator type and a huge bag of cave-shaping params.
  • Async streaming: chunks load/unload around the player on background tasks; meshes are applied on the game thread under a per-frame budget.
  • Player edits (carve/fill) are stored as a diff layer added on top of the procedural density — procedural generation stays deterministic.

Core terminology

Term Meaning
Chunk 32×32×32 voxels (CHUNK_SIZE). Voxel = 25 cm (VOXEL_SIZE).
Density Scalar field. < 0 solid, > 0 air, 0 = surface (IsoLevel).
Strate Vertical layer of the world, stacked downward. Has its own generator + params.
Generator type Archetype per strate: TunnelNetwork, FlatPlain, CrystalChamber, Maze, SurfaceWorld, VerticalShafts, FloatingIslands, Underwater. See §8.
(0,0) spine Guaranteed open landing column at world XY (0,0) in every strate; descent is player-dug through the seals. See §8.
Terrain op Optional density modifier (pit, arch, terrace…) attached to a strate.
Passage Carved tunnel connecting two adjacent strates (progression path).
Diff layer Player carve/fill modifications stored on top of procedural density.
Epoch Generation counter; stale async results are discarded on mismatch.

2. The big picture — data flow

                         AVoxelWorld (actor, orchestrator)
                         Tick → UpdateChunksAroundPosition
                                   │  (load/unload around player, by distance + LOD)
                                   ▼
                         LoadChunk → UE::Tasks::Launch  ──────────► background thread
                                                                         │
   UVoxelMarchingCubesMesher::GenerateMesh(chunk, step) ◄────────────────┘
        │ samples density per cell corner
        ▼
   UVoxelGenerator::GetDensityAt(x,y,z)        ← THE density entry point
        │ asks StrateManager which strate/params/generator-type applies
        ├─ TunnelNetwork → GetDensityWithParams()  (rooms+tunnels+ops+worms+seal+passages)
        │       └─ VoxelCaveMorphology::BuildChunkCache + EvaluateSDFCached  (room/tunnel SDF)
        ├─ FlatPlain / CrystalChamber → GetSlabDensity()  (floor+ceiling+columns+seal+passages)
        └─ + UVoxelDiffLayer::GetDensityOffset()   (player carve/fill)
        │
        ▼ FVoxelMeshData (verts/tris/uvs/normals)
   ProcessQueue (lock-free) ──► game thread: ProcessPendingChunks → ApplyMeshToChunk
                                                                   (RealtimeMeshComponent)

UVoxelStrateManager is the side oracle: "what strate is at this Z, what params, what generator type, and is there a passage/elevator SDF near here?"


3. File-by-file reference

Paths relative to Source/VoxelForge/. Public/ = headers, Private/ = impl.

3.1 Module & build

File Role
../../VoxelForge.uplugin Plugin manifest. One Runtime module VoxelForge. Beta.
VoxelForge.Build.cs Deps: Core, CoreUObject, Engine, GameplayTags, RealtimeMeshComponent.
Public/VoxelForgeModule.h / Private/VoxelForgeModule.cpp FVoxelForgeModule boilerplate (Startup/Shutdown just log).

3.2 Foundational types — Public/VoxelTypes.h (no UClass, everyone includes it)

Symbol Line Notes
CHUNK_SIZE (32), CHUNK_SIZE_SQUARED, CHUNK_VOLUME 19-21 Chunk dimensions. (64³ tried for fewer draws → reverted: streaming too bursty. fps is fixed render-side instead.)
VOXEL_SIZE (25.0f cm) 23 World scale.
EVoxelFace enum + GetFaceDirection / GetFaceNormal 33-61 6 cube faces.
WorldToChunkCoord / WorldToLocalCoord / ChunkToWorldPos 74-104 Coord-space conversions (handle negatives via floor/positive-modulo).
LocalToIndex / IndexToLocal / IsValidLocalCoord 107-131 Flat-array 3D↔1D indexing.
SmoothStep01 140 3x²-2x³ — used everywhere for blends.
VOXEL_NOISE_SCALE (1.25f) 147 Rescales UE PerlinNoise3D to ~[-1,1].
EVoxelTileClass enum (Mixed/AllSolid/AllAir) T1.d verdict. MOVED here from VoxelGenerator.h 2026-07-27 so VoxelDensityOp.h can share it without a UCLASS dependency. A false AllSolid/AllAir is a HOLE; a false Mixed only costs CPU.
FVoxelMeshData struct 157-173 Mesher output (Vertices/Triangles/UVs/Normals/Colors). Plain C++, not USTRUCT. Colors = F6 material masks (R=dominant biome palette, G=slope, B=border blend weight, A=neighbour biome palette). §8.15.

3.2b Density operator stack contract — Public/VoxelDensityOp.h (plain C++, no UHT)

Phase 1 skeleton, added 2026-07-27. Nothing is wired in yetGetDensityAt's archetype switch is untouched and no operator exists. See OPSTACK-PLAN.md for the plan and OPSTACK-DECOMPOSITION.md for the per-archetype breakdown.

Symbol Notes
EVoxelOpRole The four roles: FieldSource (what the field IS) · Combiner (how fields merge) · DetailModifier (today's UVoxelTerrainOpDefinition) · StructuralPost (spine→seal→passage→diff, appended automatically, never author-omittable).
EVoxelOpCombine Replace/Union(min)/Subtract(max)/SmoothUnion/SmoothSubtract/Add/Mask. Sign reminder: negative = solid, so "add solid" is min.
EVoxelOpEffect Identity/CarveOnly/FillOnly/Both. Conservative: Both is always safe, the wrong one is a hole.
FVoxelOpContext Chunk-constant inputs. Carries LayoutVersion by construction so a new op cannot forget it (AUDIT C2).
IVoxelDensityOp PrepareChunk / Eval / EffectOverBox / ClassifyBox / IsXYPure.
IVoxelDensityOp::ClassifyBox ⚠️ not source-only. Forcing ops (the boundary seal inside its band) overwrite the input entirely, which pure direction cannot express.
FVoxelOpSample The state threaded through the stack: two channels, Density (INTERNAL convention, positive = SOLID, negated to MC once by the caller) and Sdf (standard SDF, negative = inside). ⚠️ min() therefore means opposite things on the two channels.
FVoxelBoxHypotheses + VF_ForceHypotheses / VF_FoldEffect / VF_FoldOp The fold that turns a stack into an EVoxelTileClass. Reproduces today's hand-written ClassifyTile line for line — the mapping is written out in the header.

3.2c Structural primitives — Public/VoxelDensityPrimitives.h

VF_ApplyOriginSpine · VF_ApplyBoundarySeal · VF_ApplyPassageCarving — the three world invariants every archetype appends, moved here 2026-07-27 so the generator and the operator stack share ONE copy. VoxelGenerator.cpp keeps same-named static FORCEINLINE forwarders so its ~20 call sites are unchanged; bodies are byte-identical. Also VoxelDensityReach::SpineBlend / PassageBlend, the blend radii ClassifyTile currently hand-duplicates. Convention: INTERNAL (positive = solid).

3.2d Operator stack — Public/VoxelDensityOpStack.h + Private/VoxelDensityOpStack.cpp

⚠️ Feeds the game, behind a per-strate opt-in (Phase 1 step 3). GetDensityAt builds the stack in its per-chunk refetch block and evaluates it instead of the switch only when UVoxelStrateManager::UsesOperatorStackForChunk says so — strate ticked bUseOperatorStack and archetype in the ported list, which is now all 8 of 8: Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater. A strate that has not ticked the box still takes the switch, unchanged — the flag is the only thing that switches paths. ClassifyTile IS wired now, for CAVE archetypes only and behind the same per-strate opt-in: where it used to return Mixed without a call, it builds the strate's stack through the same factory GetDensityAt uses (VF_BuildOpStackForChunk) and folds ClassifyBox. SurfaceWorld and bedrock gaps keep their hand-written proofs — the exact-lattice column test is better than any box bound. Guards, all failing to Mixed: one cave slot per tile, no mixed cave/surface/gap tile, the opt-in true on every chunk the box touches, the params bit-identical across every chunk coord the box touches (blended transition bands make one stack unable to represent the tile — AUDIT §C2), a 27-chunk-coord cap, and the disturbances folded in by hand since they are applied after the stack. Brute-forced end to end by VoxelForge.OpStack.ClassifyTileSoundness. Never run both paths in one world. Comparing them IS legitimate now — the ~1 ULP residue of AUDIT §C10 is gone since FPSemantics = Precise, and all eight equivalence tests compare bit for bit. They are port-correctness oracles, not fidelity checks: the acceptance bar is §2.6.1 (same seed ⇒ same world on every peer), which does not require resembling the pre-refactor world.

Symbol Role Notes
FVoxelOpStack Ordered TUniquePtr list. PrepareChunk / EvalInternal / EvalMC / ClassifyBox (the fold, with an early-out when both hypotheses die).
FVoxelOpStack::AppendStructuralPost 4 Appends spine → seal → passage in that fixed order. An author cannot omit or reorder them. The diff layer is NOT here yet — it still lives in GetDensityAt after the MC negate, with disturbances.
VoxelDensityOps::MakeConstantRockSource 1 Density = BaseDensity. ClassifyBoxAllSolid, exact and free. Shared by TunnelNetwork, Maze, VerticalShafts and bedrock gaps. Class is FConstantFieldSource (one class, two factories).
VoxelDensityOps::MakeConstantVoidSource 1 The same class, negated: Density = -BaseDensity, and ClassifyBoxAllAir — the first source in the plugin that can prove it. FloatingIslands' root; that verdict is what makes a mostly-empty island strate skippable.
VoxelDensityOps::MakeLatticeCorridorSource 1 Maze corridors, SDF channel. Edge identity = hash(lower node, axis) ⇒ adjacent chunks cannot disagree (AUDIT §6.4's preferred pattern). Its EffectOverBox answers for the source+carve pair (Phase 1 simplification) so it must be told the downstream ExtraReach.
VoxelDensityOps::MakeSdfRoughnessMod 3 Wall roughness in SDF space (Maze/Shafts/Islands variant). TunnelNetwork's density-space roughness is a different op — see OPSTACK-DECOMPOSITION §1.
VoxelDensityOps::MakeSdfCarve 2 SDF → density carve. The same six lines currently copied in three archetypes. Class is FSdfConvertOp(Sign = -1).
VoxelDensityOps::MakeSdfFill 2 The same op with Sign = +1 — FloatingIslands' Density += Fill·Base·2. ±1 multiplication is exact in IEEE-754, so the carve path is bit-for-bit unchanged by the generalisation.
VoxelDensityOps::MakeSlabVoidSource 1 Floor surface + ceiling surface → void field. XY-pure since §3.1, which is what gives it an exact ClassifyBox with no sampling: FBM's [-1,1] contract bounds both surfaces into known Z bands. Serves FlatPlain and CrystalChamber.
VoxelDensityOps::MakeGridColumnMod 3 Infinite-height cylinders on a world grid, 3×3 cell memo. Adds solid only ⇒ FillOnly when a column reaches the box, Identity otherwise — and that Identity is what lets the source's AllAir verdict survive.
VoxelDensityOps::BuildSlabStack 5 ops, no branch on archetype: FlatPlain and CrystalChamber differ only in defaults, exactly as GetSlabDensity already had it. 8 archetypes → 7.
FSurfaceColumnSource (internal) 1 The bridge between the two spaces: consumes the ground + sky-cap height stacks and produces density. IsXYPure() false — the heights are XY-pure, a distance to them never is. Owns the per-column memo, keyed by PrepareChunk on (StrateBottomWorldZ, LayoutVersion, Seed) so it is shared down the whole vertical strate stack, exactly like GSurfColCache.
VoxelDensityOps::BuildSurfaceStack SurfaceWorld, complete: column + overhang + 3 structural, plus biome blending when PerBiomeParams is non-empty. Takes ownership of an IVoxelBiomeField.
VoxelDensityOps::BuildVerticalShaftStack 8 ops, and three are Maze's reused unchanged (ConstantRock, SdfRoughness, SdfCarve) with different tuning (freq 0.1 vs 0.12, window rough+4 vs R+rough+2). The measured proof of OPSTACK-PLAN §2.5's reuse claim.
FRoomGraphSource (internal) 1 TunnelNetwork's SDF spine. CALLS BuildChunkCache/EvaluateSDFCached — does not transcribe them: that is where §8.4's two-region discipline lives and a copy would fork it. Owns the cave warp (scope = this op alone; pits/chimneys read unwarped coords, which is why no FRAME op was needed). Its cache key adds a params CRC + LayoutVersion; the original lacked them until AUDIT §C2 was fixed (2026-07-28) and now carries them too. EffectOverBox ANSWERS SPATIALLY since 2026-07-28: it builds the cache for the queried box into a second per-worker cache (never FState::Cache), then lifts each primitive's per-voxel cull from point to box — rooms/tunnels as spheres vs the warp-dilated box, pits/chimneys vs the undilated box (real coords), columns as infinite cylinders. IdentitySdf stays FLT_MAXFSdfConvertOp and all twelve detail modifiers go identity with it. Verdict is memoised per box (the twelve all ask the same question). Warp dilation uses a provable |Perlin3D| ≤ 2, not the header's observed ~[-1,1].
FWormFieldSource (internal) 1 Fielded 3D-noise threshold carve, masked by distance to the room network (reads InOut.Sdf after pits/chimneys). EffectOverBoxCarveOnly everywhere — no spatial bound, so it kills AllSolid on every tile of every strate with worms on. MaxCarveAmplitude() holds the bound from DECOMPOSITION §0.2 that would recover it, waiting for a fold that carries numbers.
VoxelDensityOps::BuildTunnelNetworkStack COMPLETE, 19 ops — the biggest port in the plugin (~1080 lines), done in three stages: SDF spine (A) → the twelve detail modifiers of 4b4h (B) → the per-room op override (C). Serves TunnelNetwork and Underwater from one builder. Operator order is the original's, line for line, and it is load-bearing (FFloorBiasMod exists to undo what FCaveRoughnessMod did to floors).
FCaveRoughnessMod (internal) 3 STEP 4b, density space — a different op from MakeSdfRoughnessMod: two octave sets, optional domain warp, four noise types, an anti-fill clamp inside definite air, quadratic fade. ⚠️ Reads STRATE params, not the per-room copy — the original's shadow is declared after step 4b. Eleven of twelve modifiers read the room copy; this one does not.
FCaveTerraceMod (internal) 3 STEP 4c. The only modifier that re-queries the SDF (Z±1, through FRoomGraphSource::ProbeSdfUnwarped) for its horizontality gate — which is why the room source's cache is exposed at all. ⚠️ Those probes use unwarped X/Y and raw Z although the field was evaluated warped: transcribed as-is, see OPSTACK-PROGRESS.
FLayerLineMod / FRibbingMod (internal) 3 The same sine along Z: cubed and subtracted (grooves) vs quarter-phase-shifted, squared and added (ribs). CarveOnly / FillOnly — two of the few detail modifiers that keep a usable direction for the fold.
FCaveOverhangMod / FCaveCliffMod / FScallopMod (internal) 3 STEP 4c. ⚠️ The cliff's own comment promises a sampled vertical gradient; the code uses a Z-stretched Perlin as a proxy and samples nothing. Ported as written — fixing it would change the world.
FCaveArchMod / FDomeMod / FPinchMod / FFloorBiasMod (internal) 3 Room-relative: they read FRoomGraphSource::GetNearestRoomIdx() and the cached room. Their gate is SDF < SDFBlendRadius, not the shared ·3 one — they live in the cave's void, not its wall.
FRoomColumnMod (internal) 3 STEP 4d, and not MakeGridColumnMod: it walks SDFCache.Columns, pre-baked per room. ⚠️ It has no strate parameter at all — neither the bake nor the loop reads FStrateGenerationParams::ColumnDensity. Columns exist only through a Column terrain-op asset in the strate's pool, and the only way to prove they fired is to look at SDFCache.Columns.Num().
FRoomGraphSource::LocalParams() The per-room op override (DECOMPOSITION §2's "no clean home"). Strate params + the nearest room's UVoxelTerrainOpDefinition::ApplyTo, memoised once per voxel and read by eleven modifiers. One op owns the shared state, the rest read it — the same pattern as FOverhangShelfModFSurfaceColumnSource. ⚠️ EffectOverBox still answers from STRATE params, so a box verdict can be too optimistic on a strate with a terrain-op pool; harmless until ClassifyTile consumes ClassifyBox, and it must be fixed before that.
FIslandBlobSource (internal) 1 Hash-placed tapered flat-top blobs, SmoothMin'd, in a domain-warped XY frame (the warp stays inside the op — see the deviation note vs DECOMPOSITION §7). SDF channel only. EffectOverBoxFillOnly when a blob reaches the box, Identity otherwise; its pad must cover warp·√2 (two independent noise axes), roughness, fill blend and the SmoothMin dip. No lower Z bound exists — a hairline thread of matter hangs below each island down its axis, so only the TOP may reject.
VoxelDensityOps::BuildFloatingIslandStack 7 ops, and the stack runs backwards: void source + fill instead of rock source + carve, using the same classes with the opposite sign. Only the blob source is new. Reuse by inversion — a stronger result than reuse by identity, since it says the abstract axis (the density sign) is the right one.
VoxelDensityOps::BuildMazeStack The 7-op Maze stack. If this ever becomes one op, the refactor failed its own test (§2.5). Callers must skip it on a degenerate strate (topbottom ≤ 0): GetMazeDensity early-outs to air there and the stack has no such early-out by design — GetDensityAt falls back to the switch.

3.2e Height-space operators — Public/VoxelHeightOp.h + Private/VoxelHeightOpStack.cpp

⚠️ Feeds nothing yet — built and exercised only by VoxelForge.OpStack.SurfaceHeightEquivalence. A SECOND op family, and it exists for a reason worth knowing: SurfaceWorld's terrain ops (cliff / terrace / layer lines / beach) read and write an altitude, not a density. They have no input Z (they produce one), are XY-pure (once per column, not per voxel), and touch neither density nor SDF — so they do not fit IVoxelDensityOp at all. Forcing them in would need a per-voxel channel for what is a column property, or one opaque op (OPSTACK-PLAN §2.5's failure mode). Same lesson as §0.1 one step further: some things are not another channel, they are another space.

Symbol Notes
FVoxelHeightSample Two channels: Height (voxel Z) + Relief (the original's M). Relief is produced by the structural source and consumed by the terrace gate — threading it beats resampling it.
IVoxelHeightOp Eval(X, Y, FVoxelHeightSample&). No IsXYPure (XY-purity is structural here — there is no Z to wrongly put in), no PrepareChunk (already per-column). MaxDisplacement() is the conservative vertical bound for a future heightfield ClassifyBox.
FVoxelHeightStack Move-only, like FVoxelOpStack. EvalHeight / EvalSample / MaxTotalDisplacement.
VoxelHeightOps::MakeStructuralHeightSource Continents + mountains + detail under a warp frame. Hands back a non-owning pointer so the cliff mod can resample it.
VoxelHeightOps::MakeCliffHeightMod Slope-gated steepening; 4 resamples of the structural field (never the modified height — that would feed back).
VoxelHeightOps::MakeTerraceHeightMod Relief-gated plateaus. The * Relief is the original's * M.
VoxelHeightOps::MakeLayerLineHeightMod / MakeBeachHeightMod Sine bands; flatten toward the water line. Both have exact MaxDisplacement.
VoxelHeightOps::BuildSurfaceHeightStack 5 ops in ComputeSurfaceTerrainZ's order — structural → cliff → terrace → layer lines → beach. Order is not negotiable.

3.3 Chunk identity

VoxelChunk.h (the old FVoxelChunk coord wrapper) was DELETED — dead since the tile redesign; tile identity lives in FVoxelTileKey (VoxelWorld.h).

3.4 Settings — Public/VoxelSettings.h

UVoxelSettings : UPrimaryDataAsset — the single tuning asset assigned on AVoxelWorld.

Group Fields (line)
Streaming ViewDistanceXY=16, ViewDistanceUp/Down=5, MaxConcurrentTasks=16, MaxMeshAppliesPerFrame=4 (defaults — actual values live on the data asset)
Clipmap ClipRadius, MaxClipLevel, FullResClipLevels, CoarseTileCells, RenderDistanceChunks (custom horizontal reach: the outermost shell keeps generating until it covers this many chunks; 0 = off), bFarSheetRing + FarSheetSpanLevels (F18 — the render-distance ring streams per-surface SHEETS: level MaxClipLevel+span heightfield tiles instead of MC, see GenerateSheetMesh), skirts, LODOctaveDrop (T2.b octave drop on coarse tiles — 0 = off/byte-identical) (the old LOD0/1Distance + ContentMaxLevel were dead → removed)
Lighting bEnableDensityVolume + DensityVolume* tunables (§3.11 density clipmap / mini-sun shadows)
Rendering VoxelMaterial (61)
Strates Seed (69), CurrentSeason=1 (73), StratePool (78), FixedStrates map (83), TotalStrates=10 (87)
Carving budget MaxModifications=0 (97), MaxBrushRadius=15 (102), MaxTotalVolume=0 (107). 0 = unlimited.

3.5 World orchestrator — Public/VoxelWorld.h + Private/VoxelWorld.cpp

AVoxelWorld : AActor — owns everything, drives streaming. Also FChunkResult struct (VoxelWorld.h:35) = async task payload (coord, chunk, meshdata, LOD, Epoch).

Owned objects (UPROPERTY): Settings, Generator, Mesher, StrateManager, DiffLayer (VoxelWorld.h:55-78). Storage: Chunks map, ChunkMeshes map, ChunkLODs, ProcessQueue (TQueue), PendingChunkCoord (TSet) (VoxelWorld.h:85-312). Async state: bShuttingDown, ActiveTaskCount (atomics), GenerationEpoch.

Method .cpp line Role
AVoxelWorld() ctor 12 Enables Tick.
RegenerateAllChunks() 21 Bumps epoch, unloads all → Tick reloads. CallInEditor button.
ValidateDeterminism() F2 CallInEditor button (PIE): re-samples boundary points under left- vs right-chunk cache warm-ups + a same-alignment repeat; any non-zero delta = window-invariance regression (§8.4). Run after every "bit-identical" hot-path refactor.
GetMaxConcurrentTasks() T2.d — asset MaxConcurrentTasks capped to logical cores 2 (all three budget checks use it).
PostEditChangeProperty 45 Editor live-edit hook.
OnObjectModifiedInEditor 58 Regenerates when a strate asset is edited (if bLiveEditStrates).
EndPlay 140 Sets bShuttingDown, waits for ActiveTaskCount→0, unbinds delegate.
BeginPlay 177 Constructs Generator/Mesher/StrateManager/DiffLayer, wires services, seeds.
Tick 220 UpdateChunksAroundPosition(player) + ProcessPendingChunks().
GetPlayerPosition 231 Pawn position or zero. (GetLODForChunk/LODToStep/IsChunkInRange removed — dead since the clipmap.)
ProcessPendingChunks 301 Drains ProcessQueue under per-frame budget; applies each via ApplyTileResult.
ApplyTileResult Shared game-thread apply for one FChunkResult (async drain + sync carve): discards stale epochs, marks loaded, ingests capture, EMPTY releases the tile's existing component (a re-gen can flip content→empty on band change — old geometry must not linger), else ApplyMeshToTile. Returns true iff a visible mesh uploaded (counts the budget). Doesn't touch PendingTiles (caller's).
GenerateTileResult Shared worker-side gen for one tile (async LoadTile task + sync SyncRemeshTile): ClassifyTile (T1.d) → GenerateMesh/GenerateSheetMeshBuildTileStreamSet. Reads Generator/Mesher only → safe on a worker or the game thread; fills FChunkResult, no enqueue.
SyncRemeshTile INSTANT DIG: level-0 same-frame re-mesh on the game thread (GenerateTileResult + ApplyTileResult inline, Cells=CHUNK_SIZE/Step=1 + strate band, no capture). Used for the tile under the brush centre so a carve is visible THIS frame; one full-res gen on the game thread.
UpdateChunksAroundPosition 362 Builds desired set, sorts by distance, loads/unloads, handles LOD changes. Delta cull: BuildDesiredTiles returns the LEAVERS (stamped DesiredStamped map, one sweep) — only those + TransitionHold are considered per crossing, not every loaded tile. BuildDesiredTiles also applies RenderDistanceChunks: the outermost shell widens to cover the distance — as level-MaxClipLevel MC tiles, or (F18 bFarSheetRing) as a SHEET ring at level MaxClipLevel+span (covered-check vs the MaxClipLevel box; VF_OuterShell shared with IsTileInClipRange so the cull sees the same horizon), dz pre-clamped to the vertical band. §9.3 anchors: also prunes dead StreamingAnchors + detects their chunk crossings → rebuilds the desired set when an anchor moves/(un)registers (bAnchorsMoved/bForceDesiredRebuild), same cadence as player movement. §8.10.
BuildDesiredTiles ~722 Builds DesiredSorted+DesiredStamped (player clipmap shells + F18 sheet ring) then AddAnchorDesiredTiles() before the leaver sweep.
AddAnchorDesiredTiles §9.3 multi-anchor: folds each FVoxelStreamingAnchor's thin level-0 box (XYRadiusChunks/ZBelowChunks/ZAboveChunks) into the SAME desired set (deduped by stamp) so AI/remote players keep collision loaded around them; delta cull releases them on move/unregister. §9.4: a tile only a CollisionOnly anchor wants (clipmap didn't stamp it) → CollisionOnlyTiles → hidden at apply. Zero cost when no anchors.
ReconcileAnchorTileVisibility §9.4: after each rebuild, toggle SetVisibility on ALREADY-LOADED tiles that flipped render↔collision-only (diff CollisionOnlyTiles vs prev — bounded, no O(loaded) scan; unhide only if still desired). No-op without CollisionOnly anchors.
RegisterStreamingAnchor / UnregisterStreamingAnchor BlueprintCallable §9.3: add/remove an actor as a streaming anchor (EVoxelAnchorPolicy CollisionOnly/FullVisual + XY/ZBelow/ZAbove box). Idempotent; forces a rebuild next Tick. §9.4: CollisionOnly tiles cook collision but are hidden (no draw/VSM) unless the player clipmap wants them too.
LoadChunk 445 Budget check → UE::Tasks::Launch background gen+mesh; RAII task guard. Worker runs Generator->ClassifyTile first (T1.d): AllSolid/AllAir ⇒ skip GenerateMesh, tile stays empty (capture tiles always generate). STRATE CONTENT CUT: tiles ≥ StrateContentCutMinLevel pass the player-strate band (MeshBandChunkLo/Hi → voxels) to GenerateMesh + stamp it on FChunkResult::BandChunkLo/Hi; band change re-queues via BandRemeshQueue (see UpdateChunksAroundPosition). TOO-COARSE SKIP: if one cell is taller than the band (Step > band height — level ≥7 territory) the tile is enqueued EMPTY without launching a task (cell-granular cut could only render garbage). F18: Tile.Level > MaxClipLevel = SHEET tile → routed to GenerateSheetMesh (band mid-chunk = strate ref; band unarmed ⇒ empty; MC-ring sampling density, cells capped 128/axis; carries the XY hole SheetHole*Vox — hole moves ⇒ overlapping sheets re-queue via BandRemeshQueue, see UpdateChunksAroundPosition). §8.10.
UnloadTile Clears tile state; the component is PARKED in the pool (T2.c), not destroyed.
ApplyMeshToTile Upload geometry. One component per tile (clipmap keeps count low; supersedes the old region batching); worker-built streams (T1.f) → CreateSectionGroup(MoveTemp). Reuses the component's existing URealtimeMesh (no per-apply mesh alloc). F17: two polygroups (0 ground / 1 sky-cap, per-triangle class from the mesher) → RMC auto-section per non-empty group; slot 0 = override/default material, slot 1 = CeilingMaterial (fallback ground); config gated by FChunkResult::bHasGroundTris/bHasCeilingTris. Takes FChunkResult&; strate lookups clamp Z into Result.BandChunkLo/Hi (strate content cut) — ground at clamped bottom chunk, cap at clamped top (mid = gap fallback). Collision level-0 only (T1.c) both groups; shadow per SECTION: ground casts at level≤1, cap never. §9.4: SetVisibility(false) when the tile is in CollisionOnlyTiles (anchor-only, hidden — collision still cooks). §8.10 + ARCHITECTURE SurfaceWorld row.
AcquireTileComponent / ReleaseTileComponent T2.c component pool (TileComponentPool, bounded): park on unload (geometry+collision stripped, hidden, stays registered), pop on apply — no NewObject/RegisterComponent/GC churn during travel & regen. §8.10.
GetStrateAtPosition 965 Gameplay query → strate index.
GetBiomeAtWorldLocation BlueprintCallable biome probe at a world point (undoes actor xf → voxel → Generator::QueryBiomeAt). Returns FVoxelBiomeQuery for BP debug ("what biome / how many decos under the cursor?").
GetVoxelSurfaceHeightAt ~1534 BlueprintCallable ground finder (F7 bridge): world XY → terrain + sky-cap world-Z via Generator::GetSurfaceHeightAt, NO trace/collision, deterministic, available before the area meshes → self-arranging prefab/ruin BPs snap their parts to the real ground. False (outs=input Z) on non-SurfaceWorld strates; ignores passage/spine carving.
CarveAtPosition / FillAtPosition 691 / 709 Build FVoxelModificationApplyModification.
ApplyModification ~1581 Single funnel for all brushes: DiffLayer → sync-remesh the brush-centre level-0 tile (SyncRemeshTile, instant hole; skipped if that tile is mid-gen — would race a stale in-flight result) → RemeshDirtyChunks(..., excludeCenter) for the neighbours → RemoveDecorationsInSphere.
ClearAllModifications 726 Clears diff layer, regenerates.
ChangeSeed 740 Season reset: new seed everywhere, clear diffs, bump season, reload.
GetCurrentSeed / GetCurrentSeason 784 / 789 Accessors.
RemeshDirtyChunks 798 Queue loaded level-0 dirty tiles onto DirtyRemeshQueue (async re-mesh, no pop) + MarkDirtyVoxelBox the volume. Optional ExcludeTile = the sync'd centre. Drained FIRST in the submit loop at BackgroundHigh (ahead of streaming/band) so a dig never waits behind streaming; in-flight tiles stay QUEUED (not dropped) so a stale pre-carve result is corrected once it lands — fixes "hole shows up a beat late / not until I move".

Game-thread profiling (Perf): AVoxelWorld::Tick and its sub-steps are wrapped in TRACE_CPUPROFILER_EVENT_SCOPEVoxelForge_Tick / UpdateChunks / BuildDesiredTiles / CullTiles / SubmitTiles / ProcessPending / ProcessUnload / UpdateDecorations / UpdateWater. Capture a Count/Incl/Excl Insights timer export and read the Excl column to see which step owns the per-frame cost (the actor tick shows as BP_VoxelWorld_C if subclassed in BP). VoxelForge_ClassifyTile (T1.d) / VoxelForge_GenerateMesh + VoxelForge_BuildStreams are worker-side (off the frame): the RMC FRealtimeMeshStreamSet is now built on the gen worker (BuildTileStreamSet) and carried on FChunkResult::Streams (TSharedPtr), so ApplyMeshToTile is game-thread-cheap — just material/ceiling resolve + CreateSectionGroup(MoveTemp). See ARCHITECTURE §8.10 "Worker-built StreamSet (T1.f)".

3.6 Density generator — Public/VoxelGenerator.h + Private/VoxelGenerator.cpp

UVoxelGenerator : UObject — lightweight; holds Seed, and injected services StrateManager + DiffLayer (both nullable). This is where terrain shape lives.

Symbol .cpp line Role
FractalNoise3D (static) 25 fBM (layered Perlin).
RidgedNoise3D (static) 55 Ridged multifractal — craggy.
CellularNoise3D (static) 101 Worley/cellular — grotto/scallop.
ApplyBoundarySeal (static) 170 Solidifies strate top/bottom shells.
ApplyPassageCarving (static) 197 Punches passages/elevator through the seal.
InitializeSettings 211 Copies seed from settings.
GetDensityAt 218 Entry point. Picks strate + generator type, dispatches, adds diff offset.
GetDensityWithParams 277 TunnelNetwork pipeline (~1000 lines). See §4. ⚠️ Takes required ParamsFingerprint + LayoutVersion since the AUDIT §C2 fix (2026-07-28) — they go into the SDF cache key so a chunk can no longer be evaluated against a neighbour's rooms. Callers compute the CRC once per chunk (CP_TunnelFP), never per voxel.
GetSlabDensity 1306 FlatPlain/CrystalChamber pipeline. See §4.2.
SampleSurfaceStructuralZ F20: the RAW SurfaceWorld heightfield (continents+mountains+detail), BEFORE any terrain op; returns terrain Z + relief M. Cliff re-samples it at an XY offset for a cheap analytic slope.
ComputeSurfaceTerrainZ / GetSurfaceDensity SurfaceWorld heightfield → terrain Z, then density; biome output-blend lerps dominant/neighbour heights (ParamsD/ParamsN/weight). F20 surface ops (FSurfaceGenerationParams, biome-selected + slope/relief-conditioned, all default off): Cliff (slope-gated STEEPENING — push height from local mean where steep ⇒ sheer walls; 4 structural resamples only when on), Terrace (relief-gated + TerraceHardness), LayerLines (sedimentary shelves) — pure per-column height REMAPS applied here so the single height oracle stays consistent (MC/sheets/ClassifyTile/deco/BP bridge). Phase 2 OVERHANG (volumetric — real jutting shelves): in SurfaceDensityFromColumn, for AIR voxels in a window (TerrainZ, TerrainZ+OverhangHeight] above a steep slope, the heightfield is re-sampled UPHILL (toward the cliff) by a reach that GROWS with height (tiny low ⇒ air over the void, full high ⇒ borrows the far cliff rock) and unioned in ⇒ a shelf attached to the cliff, tapering out over the void with air beneath (the sketch). Per-column OverhangAmp(=strength·slope-gate) + unit uphill (DirX,DirY) resolved once in ComputeSurfaceColumn (gradient sampled at the REACH scale so a spot over the void can see the cliff), cached on FSurfaceColumn. Genuine 3D (per-voxel structural re-eval, gated to steep overhang columns). Off ⇒ byte-identical. §8.14.
VF_BuildOpStackForChunk (file-static) The archetype → stack mapping, written down once. GetDensityAt and ClassifyTile both call it; params are passed in, never fetched here. A second copy would be the worst bug available in this file — a tile skipped on the verdict of a stack that is not the one producing its density is a hole. Returns false (⇒ caller falls back to the switch) for an unported archetype, missing params, or a degenerate strate, since five archetype functions early-out to air there and the stack deliberately has no such early-out. Refs.Surface == nullptr makes it refuse SurfaceWorld, which is how ClassifyTile keeps its own exact-lattice proof.
ClassifyTile T1.d trivial-tile reject (worker, called by LoadTile before GenerateMesh): proves a tile AllSolid/AllAir on the mesher's exact lattice (gap chunks + SurfaceWorld columns via the SHARED GSurfColCache; seal bands; cave archetypes via FVoxelOpStack::ClassifyBox when the strate opted in — see §3.2d for the six guards, all failing to Mixed; guards: diff mods, passages, spine, disturbances, F20 overhang — a column point in (TerrainZ, TerrainZ+OverhangMargin] (margin = max OverhangHeight) is unprovable ⇒ Mixed, UPWARD only since the shelf union only ADDS rock above ground, so an overhang shelf never holes a trivially-skipped tile) → skip gen. Mixed = generate normally. §8.10.
SampleRelief / SampleMoisture Climate fields (pure XY, [0,1]). Relief = shared source of truth for the relief map M. §8.14.
SampleBiomeAt Warped-Voronoi + climate biome query (dominant + neighbour + weight). Reference used by the preview bake + GetDominantBiomeAt. §8.14.
ResolveBiomeSampleAt / RebuildBiomeGrid Hot-path biome resolve (FBiomeSample) via a box-validated per-chunk cell-grid cache. Bit-identical to SampleBiomeAt. §8.14, §8.10.
GetDominantBiomeAt Game-thread query → dominant biome ASSET (content/atmosphere). §8.14.
QueryBiomeAt Rich game-thread biome probe → FVoxelBiomeQuery (dominant/neighbour asset, relief/moisture, blend weight, dominant deco count). Diagnostic behind AVoxelWorld::GetBiomeAtWorldLocation. §8.14.
EvaluateTerrainConditions ~2548 F7 aware placement: AND-evaluate an entry's FTerrainCondition[] (relief/moisture/biome-border) at a candidate voxel XY. Empty = true (zero cost). Pure query (SampleRelief/SampleMoisture/SampleBiomeAt) → worker-safe + game-thread; caller passes the strate's FBiomeContext (freq/contrast + Voronoi map). Consumed by deco BuildCellSpawns + SpawnLandmarkInstance; shared core of the future quest FindFeature locator.

Per-voxel hot-path memos (perf pass 2, all bit-identical — same hashes/math, hoisted per chunk/cell): GetDensityAt uses the DiffLayer snapshot cache (§3.9); GetDensityWithParams memoizes the strate index per (chunkZ, GetLayoutVersion()); thread_local per-cell lattice bakes cover slab columns (GetSlabDensity step 4), maze open edges, vertical shafts + cross-connectors, floating-island constants, and the disturbance chasms/bridges/ridges; worm tunnels short-circuit the 2nd Perlin when N1 ≥ WormThreshold (N2 ≥ 0 ⇒ can't carve). Room shapes are pre-baked in FCachedRoom (§3.7). T2.b: per-voxel fractal call sites take their octave count through VoxelGenLOD::Eff(N) (VoxelGenerator.h) — a thread_local bias set per tile by the mesher drops tail octaves on coarse tiles (opt-in LODOctaveDrop, default 0 = off); XY-field noise (heightfield/ceiling/relief/moisture) deliberately stays un-biased. §8.10.

3.7 Cave morphology (SDF rooms/tunnels) — Public/VoxelCaveMorphology.h + .cpp

Header is rich with inline docs. Two namespaces + a per-chunk cache system.

  • namespace VoxelSDF (h:46): Sphere, Ellipsoid, Capsule, RoundedBox, TaperedCapsule, SmoothMin, SmoothMax — all FORCEINLINE SDF primitives.

  • namespace VoxelHash (h:158): Mix, Cell, Pair, ToFloat01, ToFloatSigned — deterministic hashing for room/tunnel placement (no storage, infinite worlds).

  • Cache structs (h:224-330): FCachedRoom, FCachedTunnel, FCachedPit, FCachedChimney, FCachedColumn, FChunkSDFCache.

  • namespace VoxelCaveMorphology:

    Function .cpp line Role
    BuildChunkCache 47 Phase 1 (once/chunk): collect rooms, guaranteed backbone (bTunnelsFlowTowardOrigin: tree rooted at the (0,0) hub — every room reachable, links flow inward; false = legacy NN forest), slope-aware link metric (TunnelHorizontalBias now applies to backbone too), decide tunnels, cull zero-connection rooms (no sealed bubbles), store rooms by their OWN reach (fixes origin-room clipping at MaxInfluence), pre-bake pits/chimneys/columns via the shared BakeRoomFeature hash-placement skeleton (one gate/XY/radius pattern + per-type Emit lambda), hash-roll per-room terrain op.
    EvaluateSDFCached 757 Phase 2 (per voxel): SmoothMin over cached rooms/tunnels; returns nearest room idx for terrain-op lookup. Signature changed (perf pass 2): RoomShapeVariety param REMOVED — the shape roll + capsule trig are pre-baked into FCachedRoom (ShapeType/ShapeA/ShapeB/ShapeR) by BuildChunkCache, bit-identical.
    EvaluateSDF 738 Convenience wrapper (builds temp cache) for one-off queries.

    Performance note (h:209-220): caching rooms/tunnels once per chunk instead of per voxel is the single biggest CPU win.

3.8 Strate system

Public/VoxelStrateTypes.h — shared structs/enums (1228 lines, the data vocabulary):

Symbol Line Role
EVoxelPassageType 38 Sloped/Vertical/Spiral/Cascading/Crack passage shapes.
ESurfaceType 78 Floor/Wall/Ceiling/Any (decoration placement).
EVoxelNoiseType 99 FBM/Ridged/Mixed/Cellular.
ECaveGeneratorType 146 TunnelNetwork / FlatPlain / CrystalChamber.
EVoxelStrateTransition 183 Gradient / Hard / Interleaved boundary blends.
FStrateGenerationParams ~350 The giant TunnelNetwork param bag (rock, worms, rooms, tunnels, warp, roughness, all terrain-op transport fields, boundary seal). Lerp() static blends two sets at boundaries — it expands the VF_STRATE_PARAM_FIELDS X-macro (defined just above the struct): adding a field to the struct? add it to that list or blends silently reset it to default.
FStrateTerrainOpEntry 965 Soft-ptr to a terrain op + Weight + Probability.
FSlabGenerationParams 1019 Floor/ceiling heights, roughness, columns, seal — for slab generators.
FPlacementProfile ~1747 Shared placement vocabulary for every scatter primitive (FStrateDecoration, FStrateLandmark, coming FStrateSetPiece): spawn (ActorClass/InstancedMesh), Filter gates (surface/slope/overhang/water/RequiredBiome + F7 awareness Conditions[]FTerrainCondition relief/moisture/biome-border predicates, AND-ed, evaluated by Generator::EvaluateTerrainConditions), Transform (align/offsets/RotationOffset+RandomRotation/scale), Render (cull/shadow). Each primitive embeds it as Profile + keeps only its own DISTRIBUTION fields. Per-primitive defaults set in each struct's ctor (deco: scale 0.8-1.2 + RandomRotation.Yaw=360; landmark: Ceiling + no align).
FStrateDecoration / FStrateLandmark ~1830 / ~1900 Profile + distribution: deco = StreamTier/SpawnDensity/MaxPerChunk; landmark = SpacingChunks/JitterFraction/SpawnProbability/StreamRadiusChunks + Light-Orb block.
ELandmarkAnchor (on FStrateLandmark) ~1940 F7: AnchorMode = HashLattice / PassageMouth + passage toggles + exclusion (ExclusionRadiusChunks/Priority) folded into FStrateLandmark (set-pieces merged in — one primitive, one Landmarks list, UpdateLandmarks).
FStrateAmbientActor / FStrateCreature ~2090 / ~2110 Content spawn entries (consumed by future systems).

Public/VoxelStrateDefinition.hUVoxelStrateDefinition : UPrimaryDataAsset (line 36). One asset = one strate type. Fields: identity, StrateHeightInChunks(60), TransitionType(79)/TransitionBlendChunks(89), GeneratorType(102), GenerationParams(113), SlabParams(124), Biomes[]+BiomeMapParams (the biome list + field tuning — empty ⇒ unchanged world, §8.14), TerrainOperations(147), visuals/fog/light, content lists, audio, GameplayTags(223), bUseOperatorStack (the OPSTACK A/B opt-in — only bites if the archetype is in UsesOperatorStackForChunk's ported list). EditConditions show/hide param groups by generator type.

Public/VoxelStrateManager.h + .cppUVoxelStrateManager : UObject (h:108). Maps depth→strate at runtime; owns passages.

  • FVoxelPassage (h:39): endpoints, radius, type, control points.
  • FStrateSlot (h:84): definition + chunk-Z range + index.
    Method .cpp line Role
    Initialize 10 Builds the stacked layout from settings+seed (fixed slots + shuffled pool), then GeneratePassages.
    GeneratePassages 146 Deterministic passages between consecutive strates (per-type control points).
    EvaluateModifierSDF 357 SDF of passages at a point (for carving). Per-chunk thread_local shortlist (PassagesVersion-stamped) → far chunks return FLT_MAX without walking Passages. §8.10.
    AnyPassageNearBox Conservative sphere-vs-AABB test of every passage's bound against a voxel box (+carve blend pad). Per TILE (ClassifyTile guard), never per voxel.
    FindSlotIndexForChunkZ 427 Z → layout index.
    GetStrateAt / GetStrateIndex 443 / 455 World-Z queries.
    GetLayoutVersion h:161 (inline) Layout/passage generation counter (= PassagesVersion, bumped by every Initialize). Hot-path callers key thread_local memos on it (strate-index memo in GetDensityWithParams, passage shortlist) so editor rebuilds never serve stale data.
    GetStrateForChunk 466 Chunk → definition.
    GetGeneratorTypeForChunk 476 Chunk → generator type.
    UsesOperatorStackForChunk 559 Chunk → should GetDensityAt take the operator stack? bUseOperatorStack on the definition AND archetype in the ported list — now all 8 of 8 (Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater). That list is written down here and nowhere else. With every archetype ported the flag is now the only thing that decides the path, so ticking the box is no longer a no-op anywhere — it is a real switch onto the operator stack for that strate.
    GetSlabParamsForChunk 490 Slab params with runtime Z bounds (no blend — slabs use Hard).
    GetBiomeContextForChunk Flatten the strate's Biomes[] + BiomeMapParams into a POD FBiomeContext for the biome field. Empty ⇒ biomes disabled. §8.14.
    GetGenerationParams 515 Blended TunnelNetwork params (handles Gradient/Hard/Interleaved transitions).
    BuildParamsFromDefinition (static) 771 Base params + merge all referenced terrain op assets. The one place ops fold into params.

Public/VoxelTerrainOpDefinition.h + .cppUVoxelTerrainOpDefinition : UPrimaryDataAsset (h:67). One asset = one terrain op. EVoxelTerrainOpType (h:36): Terrace, LayerLines, Ribbing, Cliff, Scallop, Overhang, Arch, Column, Pit, Chimney, Dome, Pinch. Per-type param groups gated by EditCondition. ApplyTo(OutParams, Weight) (.cpp:6) copies only the active type's fields into FStrateGenerationParams, scaled by Weight.

Public/VoxelBiomeTypes.h (NEW) — biome vocabulary. FBiomeMapParams (Voronoi cell size / border warp+blend / climate field freqs), EBiomePreviewChannel (preview-bake selector), FVoxelBiomeQuery (BlueprintType result of GetBiomeAtWorldLocation — dominant/neighbour asset, climate, blend weight, deco count), and plain runtime PODs FBiomeResolved / FBiomeContext / FBiomeSample / FChunkBiomeCache (the box-validated per-chunk grid cache). See §8.14. FChunkBiomeCache::Invalidate() (added 2026-07-27, AUDIT C2) — force a rebuild when the strate layout version moves. The validity BOX says nothing about the FBiomeContext the cells were classified against, so after a RebuildStrates the grid is stale even though the box still covers the query. Called by all four callers on a GetLayoutVersion() change.

Public/VoxelBiomeDefinition.h + .cpp (NEW) — UVoxelBiomeDefinition : UPrimaryDataAsset. One asset = one biome: identity + DebugColor, climate placement box (ReliefMin/Max, MoistureMin/Max), terrain override (bOverrideTerrain + GeneratorType + archetype params), content profile (Decorations/AmbientActors, atmosphere override, WaterMaterial, MaterialPaletteIndex (F6 — baked to vertex colour, §8.15)), GameplayTags. Referenced from UVoxelStrateDefinition::Biomes[]. Generator-agnostic (surface biomes now, cave biomes later). §8.14.

3.9 Player edits — Public/VoxelDiffLayer.h + .cpp

UVoxelDiffLayer : UObject (h:77). Stores FVoxelModification (h:43: Center/Radius/Strength; negative Strength = carve, positive = fill) grouped by chunk in TMap ChunkMods.

Method .cpp line Role
SetBudget 10 From VoxelSettings carving caps.
CanModify 20 Budget check (no consume) — for UI.
GetRemainingModifications / GetRemainingVolume 47 / 53 -1 = unlimited.
ApplyModification 63 Enforces budget, stores in all overlapped chunks, returns dirty coords.
GetDensityOffset 131 Per-voxel combined diff (smoothstep falloff, additive).
HasModifications 160 Fast reject for hot path.
HasAnyMods / GetModsVersion h:238 / h:241 (inline) Lock-free atomics: any-mod-exists flag + monotonic mod-state version (bumped by ApplyModification/Clear).
GetChunkModsSnapshot Copy one chunk's mod list under ONE read lock. Workers snapshot per (chunk, version) instead of locking per voxel — GetDensityAt keys a thread_local 64-slot direct-mapped cache on it (~27 lock ops per tile task instead of ~86k once any carve exists).
HasAnyModInChunkRange Any modified chunk key in an inclusive chunk box? One key walk under a read lock — ClassifyTile's diff guard (per tile, conservative by construction: mods are stored in every chunk their radius overlaps).
EvaluateMods (static) Lock-free pure evaluation of a mod list at a voxel — shared core of GetDensityOffset and the generator's snapshot path.
Clear 170 Wipe all (season reset).
GetTotalModificationCount / GetModifiedChunkCount 182 / 192 Stats.

3.10 Mesher — Public/VoxelMarchingCubesMesher.h + .cpp

UVoxelMarchingCubesMesher : UObject (h:21). Holds Generator ptr, IsoLevel=0, skirt params. (The dead trio GetDensity/InterpolateEdge/ComputeGradientNormal + GradientOffset was removed — since T1.b the pre-sampled grid supplies positions AND gradients inline.)

Method .cpp line Role
GenerateSheetMesh ~455 F18 far-field SHEET (render-distance ring, Tile.Level > MaxClipLevel): two displaced heightfield grids per tile — ground (polygroup 0) + sky-cap (polygroup 1) from GetSurfaceHeightAt columns (StrateChunkZ = band mid identifies the strate; non-SurfaceWorld ⇒ empty). Classes true BY CONSTRUCTION (no vote/probes). Same conventions as GenerateMesh (world-cm positions, planar UVs, F6 colour masks, N double-faced perimeter skirts per bucket, ground‖cap + NumCeilingTriangles). Margin ring keeps normals continuous between sheets. XY HOLE params: cells fully inside the MC-covered box around the player (AVoxelWorld::SheetHole*Vox, shrunk 1 tile for seam overlap) are skipped — a partially-covered sheet must not overlay near terrain; hole-edge cells get no skirt. Carved features (passages/spine/chasms) + diff layer NOT represented — accepted at sheet distance.
GenerateMesh ~15 The MC loop over cells; Step controls LOD sampling. Sets the T2.b octave bias for the tile (TGuardValue on VoxelGenLOD::OctaveBias, from LODOctaveDrop × log2(Step); 0 at LOD0/off). Edge t + grid-gradient normals computed inline (SampleG/GradAt). Optional OutCaptureGrid (4th arg) = CAPTURE-DURING-MESHING: when non-null + full-res (CellsPerAxis==CHUNK_SIZE), copies the already-sampled CHUNK_SIZE³ density grid (quantized via VF_QuantizeDensity, VoxelTypes.h) so the density clipmap reuses it instead of re-sampling GetDensityAt. Pure read of the grid — §8.10 untouched. F17 surface class: each unique vertex is classified sol/sky-cap in GetOrCreateVertex (down-facing only → memoized GetSurfaceHeightAt, nearer CeilSurf = cap); triangles bucket by majority into GroundTris/CapTris (thread_local), skirts emit per bucket, then Triangles = ground‖cap + FVoxelMeshData::NumCeilingTriangles (→ polygroups in BuildTileStreamSet). Same tris, only index ORDER changes. STRATE CONTENT CUT: optional BandZMin/MaxVox params restrict the cz cell loop (+ gz sampling rows) to the player-strate band — coarse straddling tiles mesh ONE strate (kills far-LOD inter-strate aliasing holes); meshed cells bit-identical.

Public/MarchingCubesTables.hEdgeTable + TriTable reference data (Paul Bourke). Cube corner/edge layout documented at top (lines 7-37). Rarely needs editing.

3.11 Per-chunk content & per-strate atmosphere (2026 redesign — see §8)

File Role
Public/Private/VoxelContentManager.h/.cpp UVoxelContentManager — distance-based world-grid decoration scatter (no LOD pop, surface-snapped via GetDensityAt) + level-0 water planes. F7 companions: each FStrateDecoration may list FDecoCompanion satellites (rocks/mushrooms around a tree) — emitted per placed parent in PlaceAtCrossing, deterministic (pure fn of the parent hash), inherit the parent's surface point; FDecoSpawn::CompanionIdx routes each back to its Companions[ci].Profile at apply. TWO streaming grids (FDecoGrid Near/Far, picked per entry via FStrateDecoration::StreamTier): NearGrid = short radius + fine column grid (groundcover); FarGrid = full radius + coarse grid (cheap rare/large props). Plus UpdateLandmarks — rare deliberately-placed objects: mini-suns, ruins, shrines, monuments (FStrateLandmark; set-pieces folded in 2026-07-06). Per entry an AnchorMode: HashLattice (coarse hash lattice, cell = SpacingChunks chunks → cheap at any radius, no per-chunk freeze) or PassageMouth (GetPassages() endpoints landing in this strate). Gated by Profile + Profile.Conditions; optional deterministic exclusion radius (Priority+hash rank, ExclusionRadiusChunks; 0 = off → pure scatter is unchanged, skips the O(n²) resolve). Synchronous, deterministic, strate-wide; spawns via SpawnFromProfile (+ orb wrapper). Exclusion is POP-FREE (gathers a MaxExcl ring of suppress-only candidates so a piece's fate is player-position-independent). bSuppressDecorationsUnder/SuppressRadiusChunks clear grass under a footprint (on spawn + re-cleared in ApplyRegion). RemoveDecorationsInSphere (world sphere → both grids' HISMs via GetInstancesOverlappingSphere+RemoveInstances) is the shared primitive, also called by AVoxelWorld::ApplyModification so player digging removes floating grass instantly. Owned by AVoxelWorld. §8.5.
Public/Private/VoxelAtmosphereManager.h/.cpp UVoxelAtmosphereManager — per-strate fog/skylight + persistent ceiling/floor layer actors + full AtmosphereActor override. Owned by AVoxelWorld. §8.6.
Public/Private/VoxelDensityVolume.h/.cpp UVoxelDensityVolume — player-centred DENSITY CLIPMAP (N toroidal R8 levels, fine near / coarse far) streamed to GPU UVolumeTextures for the mini-sun raymarched shadow march. Fills run on ONE dedicated thread (FVoxelDensityFillRunnable, off the task pool); level 0 is mostly fed by CAPTURE-DURING-MESHING (mesher grid reuse, gated by IsTileCaptureUseful so only tiles near the shadow window pay the capture). Carve → MarkDirtyVoxelBox refills locally. VolumeEpoch drops stale fills. Owned by AVoxelWorld (bEnableDensityVolume); shader params pushed via shared per-base-material MIDs (AVoxelWorld::UpdateTerrainMaterialParams, change-detected).

The big 2026 redesign (8 archetypes, (0,0) spine, inter-strate gap, per-strate passages, disturbances, content/atmosphere, brush shapes, perf invariants) is documented in §8 — read it first when touching generation/strates/passages.


3.12 Automation tests — Private/Tests/ (added 2026-07-27, #if WITH_DEV_AUTOMATION_TESTS)

The plugin's first tests (OPSTACK-PLAN.md Phase 0.5). Run them from the editor's Session Frontend → Automation, filter VoxelForge.

File Test name What it proves
VoxelForgeTestFixture.h FTestWorld: a headless world (transient strate definitions → UVoxelSettings → a real UVoxelStrateManager::Initialize) so tests hit GetDensityAt, where the thread_local caches live. One strate per archetype, pinned via FixedStrates so slot index → archetype is stable across seeds (SlotSurfaceWorld etc.).
VoxelForgeDensityPurityTest.cpp VoxelForge.Determinism.DensityPurity 10k points re-sampled in shuffled order, same thread and on N workers, asserting BIT equality. ValidateDeterminism is game-thread only and cannot see worker-cache divergence. Includes a flat-field canary (AUDIT C1) and a diff-layer pass.
VoxelForge.Determinism.LiveEditInvalidation AUDIT C2 regression: triple the heightfield params, Initialize again, require the density to MOVE. The edit does not move the strate, so only LayoutVersion changes.
VoxelForgeClassifyTileTest.cpp VoxelForge.Determinism.ClassifyTileSoundness Scans for a non-Mixed verdict, then brute-forces the exact mesher lattice (g ∈ [-1, Cells+1]). A false verdict is an invisible, collisionless hole — T1.d v1 was reverted for exactly this. Errors out rather than passing if it found nothing to check.
VoxelForgeDiffLayerTest.cpp VoxelForge.Determinism.DiffLayerContention N readers running the worker call mix while the game thread writes and Clear()s. Survival + monotonic ModsVersion.
VoxelForgeClassifyTileTest.cpp VoxelForge.OpStack.BoxVerdictFold Pure-logic walk of the fold in VoxelDensityOp.h, case by case — including the seal-forces-AllSolid case that justifies ClassifyBox existing. Also the only .cpp that includes the op header, so the build actually sees it.
VoxelForgeHeightStackTest.cpp VoxelForge.OpStack.SurfaceHeightEquivalence The height-space stack vs ComputeSurfaceTerrainZ, in altitudes. Runs twice: defaults, then all F20 terrain ops ON — the load-bearing pass, since the ops are off by default and the defaults pass exercises only the structural source. Also brute-forces MaxDisplacement (a false bound would be a hole). Bar is bit-identity; a height delta is a visibly different world, not rounding.
VoxelForgeCrossPlatformTest.cpp VoxelForge.Determinism.CrossPlatformDigest SHAPE digest (sign of density = the world) + FIELD digest (bit-for-bit) over a fixed integer grid, plus NearIso bounding how many samples could flip sign. Reports rather than asserts until pinned. Run on Windows and Linux and compare.
VoxelForgeOpStackSlabTest.cpp VoxelForge.OpStack.SlabEquivalence Phase 2's first port. The same 5-op slab stack vs GetSlabDensity over 20k points, run twice — FlatPlain and CrystalChamber — which is what demonstrates the two archetypes really are one op. Plus window-invariance and box-verdict brute force. Compares against the reference as it is now (post Z-term removal), so green = pure refactor and any visual delta is attributable to §3.1 alone.
VoxelForgeOpStackTunnelTest.cpp VoxelForge.OpStack.TunnelNetworkSpineEquivalence Stage A of the last port. Zeroes the 13 detail-op amplitudes so the original takes the path stage A ported — that is what makes an incomplete stack verifiable now. Samples in clusters (24 chunks × 250 points), because the SDF cache rebuilds when a query leaves its box and uniform sampling would rebuild per point on both paths. Check 3 (two param sets, A/B interleaved) compares each stack to itself alone, never to the original — the original would fail it, see AUDIT §C2. Asserts zero box verdicts, which is the honest stage-A result.
VoxelForgeOpStackShaftTest.cpp VoxelForge.OpStack.VerticalShaftEquivalence The port that tests reuse, not fidelity: three of the five ops are Maze's, unchanged. Forces connectors + ledges on, because both are off or negligible at defaults and a resting param is an untested operator. Known-pessimistic: proves 0 of 60 tiles (its EffectOverBox rejects on a Spacing*1.6 halo instead of real connector capsules — lost CPU, never a hole).
VoxelForgeOpStackIslandTest.cpp VoxelForge.OpStack.FloatingIslandEquivalence The port that runs the stack backwards — void + fill vs rock + carve, same classes with the opposite sign. Counts interior-solid and open-void samples separately (on this archetype an aggregate "N solid" is dominated by the seal bands and says nothing about the islands). Counts AllSolid and AllAir verdicts separately too: AllAir is the one no cave archetype could ever prove, and it is the entire perf argument here.
VoxelForgeOpStackMazeTest.cpp VoxelForge.OpStack.MazeEquivalence Phase 1's load-bearing test. The 7-op Maze stack vs GetMazeDensity over 20k points (aiming for bit-identity; a side-of-iso disagreement is the hard fail), plus purity across workers and brute force on every box verdict the stack emits. Reports how many tiles the stack can prove uniform — today's ClassifyTile proves zero for any cave archetype.

4. The density pipeline (most-edited hot path)

4.1 GetDensityWithParams (TunnelNetwork) — VoxelGenerator.cpp:277

Stage order (negative=solid throughout). Each stage's anchor:

Step Line What
1 — Vertical scale 307 Stretch Z before noise (VerticalScale).
2 — Base density 316 Everything starts solid at BaseDensity.
3 — Cave warp 321 Domain-warp the SDF query coords (organic shapes).
4 — SDF morphology 368 Rooms+tunnels via BuildChunkCache/EvaluateSDFCached.
4b — Surface roughness 564 Volumetric noise near surfaces (fBM/Ridged/Mixed).
4c4h — Terrain ops 688 Per-room op applied near surfaces. Sub-anchors below.
· Terracing 727 Step-like ledges.
· Layer lines 823 Horizontal grooves (sin of Z).
· Ribbing 853 Parallel ridges (sin of Z).
· Overhangs 882 Low-Z-freq noise shelves.
· Cliff sharpening 918 Amplify vertical gradient.
· Scallop 962 Cellular erosion bowls.
· Arch/Bridge 998 Hash-placed capsules across voids.
4d — Columns 1053 Pre-baked vertical cylinders.
4g — Domes 1077 Room-relative hemispherical ceilings.
4h — Pinch 1142 Passage bottlenecks.
5 — Worm tunnels 1241 abs(noise1)+abs(noise2), masked by distance-to-network (WormNetworkRange: braids hugging rooms/tunnels, no far-field speckle; 0 = legacy unmasked).
6 — Boundary seal 1274 Solid top/bottom shells (ApplyBoundarySeal).
7 — Inter-strate passages 1281 Carve passages/elevator (ApplyPassageCarving).

4.2 GetSlabDensity (FlatPlain / CrystalChamber) — VoxelGenerator.cpp:1306

Step Line What
1 — Floor surface 1317 Noisy floor height.
2 — Ceiling surface 1343 Formations hang downward (abs(noise)).
3 — Void→base density 1379 Solid outside [floor,ceiling].
4 — Columns 1399 World-space hash grid, full-height.
5+6 — Seal + passages 1461 Same seal/passage carving as TunnelNetwork.

5. "I want to change X" → go here

Goal Location
Chunk size / voxel scale VoxelTypes.h:19-23 (rebuild everything).
View distance / task budget / LOD distances VoxelSettings.h (no recompile of logic — data asset).
LOD step mapping AVoxelWorld::LODToStep VoxelWorld.cpp:268; GetLODForChunk :242.
How chunks stream in/out UpdateChunksAroundPosition VoxelWorld.cpp:362.
Async threading / stale-result handling LoadChunk :445, ProcessPendingChunks :301, Epoch logic.
Add a new cave feature / terrain op Add enum in VoxelTerrainOpDefinition.h:36, params there, ApplyTo (.cpp:6), transport fields in FStrateGenerationParams, consume it in a new Step inside GetDensityWithParams.
Tweak room/tunnel shapes VoxelCaveMorphology.cpp BuildChunkCache :47 / EvaluateSDFCached :757.
Worm tunnel behavior GetDensityWithParams Step 5, VoxelGenerator.cpp:1241.
Strate stacking / which strate where UVoxelStrateManager::Initialize :10.
Boundary blend between strates GetGenerationParams :515 + FStrateGenerationParams::Lerp (expands VF_STRATE_PARAM_FIELDS, StrateTypes.h — new fields go in that list).
Passages between strates GeneratePassages :146 + EvaluateModifierSDF :371 + ApplyPassageCarving (Generator.cpp:197).
Player carve/fill CarveAtPosition/FillAtPosition VoxelWorld.cpp:691/709 → UVoxelDiffLayer::ApplyModification :63.
Mesh smoothness / normals Grid-gradient in GenerateMesh (GradAt lambda), IsoLevel (h).
New slab/flat-world generator GetSlabDensity Generator.cpp:1306 + FSlabGenerationParams (StrateTypes.h:1019).
Biome placement / layout BiomeMapParams on the strate (cell size, warp, climate freqs) + each biome's climate box. Bake AVoxelWorld::BakeBiomePreview to tune. §8.14.
What a biome does to terrain A full archetype param override on the biome (bOverrideTerrain + SurfaceParams); surface output-blends dominant/neighbour heights in GetSurfaceDensity. Caves = content/atmosphere only (determinism, §8.14).
Add a biome / biome content New UVoxelBiomeDefinition asset → add to the strate's Biomes[]. §8.14 / §8.12.
Season reset AVoxelWorld::ChangeSeed :740.

6. Conventions & gotchas

  • Density sign is the #1 source of confusion. Internally (MC) negative = solid, positive = air. Carve = subtract density (toward positive); Fill = add (toward negative). FVoxelModification::Strength negative = carve. Comments sometimes say the inverse in different layers — trust the MC convention at the mesher.
  • Coordinate units: density functions take voxel coords (not cm). World↔voxel conversions live in VoxelTypes.h. Mesher converts before calling the generator.
  • Determinism: all randomness is hash-of-(coord, seed, strateIndex) — no RNG state. Same seed ⇒ identical world. Player edits are the only non-deterministic overlay.
  • Async safety: background tasks must check bShuttingDown and only touch the generator/mesher (no UObject mutation). Results return via ProcessQueue. EndPlay blocks until ActiveTaskCount == 0.
  • Epoch: every regeneration bumps GenerationEpoch; results tagged with an old epoch are dropped in ProcessPendingChunks. Always carry the epoch through new async paths.
  • Generated code under Intermediate/ and Binaries/ is build output — never edit. *.generated.h / *.gen.cpp are UHT output for the UCLASS/USTRUCT above.

7. Files NOT to touch

Binaries/, Intermediate/ — compiler/UHT output, regenerated on build. MarchingCubesTables.h — canonical reference tables, only change if switching MC variant.


8. Architecture & design deep-dive → ARCHITECTURE.md

Moved out of the codemap to keep this file a fast navigation index. The archetypes, (0,0) spine, disturbances, content/atmosphere, biomes, and the performance invariants (§8.10 — read before optimizing the hot path) now live in ARCHITECTURE.md. All §8.x cross-references throughout this file point there. §9 = the MULTIPLAYER model (listen-server-first, design-only) — read before touching streaming / carve / AI: terrain is never replicated (determinism = replicate seed+layout+diff events only), streaming goes multi-anchor (collision-only vs full-visual policy per anchor), carves are server-authoritative.