Luna, integration round 1 (BuildHost only; owner's project and assets untouched): - New runtime module VoxelForgeCore: one shim per Standalone/Core/core_sources.txt row (sources stay canonical under Standalone/), NoPCH/no unity, manifest check; VoxelForge links it (no runtime routing yet). UE link-safety audit: 18 shims, 83,843 symbol lines vs 399 Unreal-style names, 0 clashes. - Adapter (editor commandlet path) turns staged copies of the owner's DA_* assets into schema-v1 JSON; with clip_radius=3/max_clip_level=8 it reproduces all four Core hashes (0xdb2991c73215af4c, 0x8236c5edd7fc8e4f, 0x4c48fa75a543d58e, 0xbea22e76b34a4dfc) and walkability 5,642/5,642 at worker limits 1, 8 and 16. - Noted: the owner's settings asset says max clip level 6 (standalone used 8); Core uses 25 cm voxels vs the plugin runtime's 12.5 cm. Not done yet: AVoxelWorld switch and Core runtime route (round 2). Docs: CODEMAP, ARCHITECTURE, SHARED_CPP_LIBRARY_PLAN, UNREAL_INTEGRATION_REPORT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
9.2 KiB
Unreal Core integration report — round 1
Date: 2026-10-08
Branch: unreal/core-integration
Result
Goals 1 and 2 are complete in BuildHost. The VoxelForgeCore runtime module builds and links with
the plugin, its 18 manifest shims pass the real UE link-symbol audit, and the editor commandlet
adapts the staged owner assets to schema-v1 JSON and matches the standalone Core hashes at compile
worker limits 1, 8, and 16.
The AVoxelWorld runtime route is not implemented. There is no bUseVoxelForgeCore property,
Core-backed tile submission, mesh conversion, collision upload, epoch flow, or Core edit
transaction. No owner hand-off switch is ready to flip. The existing plugin generation route remains
the active route.
Files and architecture
Source/VoxelForgeCore/VoxelForgeCore.Build.csdefines the runtime module. It validates the canonical manifest and shim inventory, uses C++20/precise FP with no PCH or unity, and exposes onlyStandalone/Core/includepublicly.Source/VoxelForgeCore/Private/Manifest/contains one include shim for each of the 18 rows inStandalone/Core/core_sources.txt. Canonical source files remain underStandalone/.Source/VoxelForgeCore/Private/ModuleEntry/supplies the Unreal module entry and the isolated include of the engineCoreMinimal.h.VoxelForge.Build.csandVoxelForgeEditor.Build.csdepend onVoxelForgeCore.Standalone/Core/include/VoxelForgeCore/VoxelForgeCore.hdefines the empty standalone export macro and the UBT module export macro. No Core generation logic changed in this round.Source/VoxelForgeEditor/Private/VoxelForgeExploreCommandlet.cppserializes the owner assets on the game thread, sorts map/set members and JSON object keys, parses the emitted JSON throughResolvedWorldSnapshot::FromJson, and validates full clipmap tile hashes. Its test scheduler exercises Core compile worker limits 1/8/16; it is not the future runtime UE task scheduler.
BuildHost evidence
Tools/BuildVoxelForgeCoreHost.ps1 stages plugin source and copied owner assets only under
Saved/BuildHost/HostProject. The final UBT run completed successfully:
UnrealEditor-VoxelForgeCore.dllandUnrealEditor-VoxelForge.dlllinked in UnrealEditor Win64 Development.- All 18 expected Core shim objects were found and audited.
CheckCoreSymbols.ps1reportedCORE_LINK_SAFETY_PASS: 83,843dumpbinsymbol lines checked against 399 copied Unreal-style type names, with no conflicts.- Five staged asset copies matched their source SHA-256 values:
| Asset | SHA-256 |
|---|---|
DA_Settings |
5D2977F57E75A63B6B73499CD6E0AA7FBBF3718CE7F70318107BF922F0819AB7 |
DA_Strate1 |
CDA1F985E589F28CA6E93A068FECC3CA92487E4AD5700F2C301C4B563E40E5F9 |
DA_Strate2 |
02F56A18CED991BAF93DFB2F69438152275E8353B5E279C1CB7DD6E079E352E2 |
DA_Strate3 |
F47437F8D156C608AA06E40C5B76716ED4A19FA0F057688E7FECC04DC976428C |
DA_Strate4 |
279570AE3CBA7B3507269C8209A7C931EEB7A15CC3241CE07B50120996B1C656 |
The final logs are Saved/BuildHost/UBT-CoreIntegration.log and
Saved/BuildHost/VoxelForgeCore_ue_link_safety.log.
Headless adapter evidence
Tools/TestVoxelForgeCoreAdapterHost.ps1 launches the isolated BuildHost Unreal commandlet at
Normal priority. It sampled about 4.30 GiB private memory, below the 8 GiB limit. The generated JSON
is retained at
Saved/BuildHost/HostProject/Plugins/VoxelForge/Saved/CoreAdapterValidation/Output/owner_world.json;
the commandlet log is beside it under Logs/CoreAdapterValidation.log.
For Core compile worker limits 1, 8, and 16, the validator then generated and hashed the 2,226 desired tiles serially. Each pass matched:
| Hash | Expected / actual |
|---|---|
| Density | 0xdb2991c73215af4c |
| Mesh | 0x8236c5edd7fc8e4f |
| Payload | 0x4c48fa75a543d58e |
| Topology | 0xbea22e76b34a4dfc |
| Passage walkability | 5,642 / 5,642 |
The adapter first parses the unmodified asset-derived export. The test then reparses a validation
copy with the standalone CPU benchmark view settings clip_radius=3 and max_clip_level=8. The
final export itself retains the asset values.
Differences and remaining work
- The staged
DA_SettingsexportsClipRadius=6andMaxClipLevel=6; the standalone owner JSON hasclip_radius=6andmax_clip_level=8. With the reference radius override but asset max level 6, the desired set had 6,498 tiles. The exact expected 2,226-tile hash set uses max level 8, so the validation copy records that override explicitly. - Core schema and mesh output use 25 cm per voxel. The existing plugin Runtime defines
VOXEL_SIZE=12.5 cm. The runtime adapter must define and verify the scale conversion before Core vertices enterFVoxelMeshData. - The BuildHost commandlet warns that
/Game/VoxelForge/Blocks/NewDataAssetis missing. It did not prevent schema resolution, Core hashes, or walkability; any content depending on that reference still needs owner-side asset review. - Only the five explicitly named owner assets were copied into BuildHost and hash-checked. No owner editor was opened, and no owner project build or asset write was performed.
- Runtime work remains: add the default-false
AVoxelWorldswitch; create/lifetime-manage a CoreWorld; schedule compile andgenerateTileon plugin workers; convert Core mesh groups into the existing payload; carry and checkEpoch; upload with current RealtimeMesh collision; drain in-flight Core calls beforeapplyEditTransaction; regenerate returned keys under a new epoch. - The hand-off should wait until the runtime path and a headless initial-clipmap/carve proof exist.
Failed runs, retries, and crashes
No run exceeded the 15-minute limit. No process returned 0xC0000142, so no automatic retry was
used. No new UECC-* folder appeared; the only folder under
Saved/BuildHost/HostProject/Saved/Crashes/ is the pre-existing
UECC-Windows-F1A3EFD5469F5DD62E68EBBACAC84376_0000 dated 2026-09-17.
The run history, including corrected failures, is:
| Run | Outcome |
|---|---|
| Early UBT validation/build attempts 1–7 | Failed in sequence on a shim-preamble regex, stale staged Build.cs, duplicated UHT source tree, missing API export/incorrect CoreMinimal and forwarding-header paths, malformed macro quoting, canonical C4456/C4668 warnings-as-errors, and editor-only FFilePath compat fields. Each was corrected; no source Binaries/, Intermediate/, or generated header was edited. |
| Initial successful BuildHost UBT runs | Passed after defining the module export macro, isolating the actual engine CoreMinimal include, and setting WITH_EDITORONLY_DATA=0. They established module links and the first symbol audit. |
| Adapter commandlet: first launch | Failed the commandlet's output-path guard because -out was outside the staged plugin Saved directory. The path was moved under BuildHost. |
| Adapter commandlet: DDC path | Exited 3 with a fatal error because the DDC path exceeded Unreal's 119-character limit. The staged DDC was moved to the shorter Saved/BuildHost/VFCoreAdapterDDC; no new UECC folder appeared. |
| Adapter commandlet: scale | Failed schema resolution with voxel_size_cm=12.5; the adapter was corrected to emit Core's standalone 25 cm scale. |
| Adapter commandlet: clip bounds | The original radius 6 exceeded the validation compiler's 160-million-node bound. The harness now applies the documented radius 3 override to a copy only. |
| Adapter commandlet: hash comparison | Generated 6,498 tiles and walkability 5,642/5,642, but hashes differed because the staged asset max level is 6 and the standalone reference is 8. The validation copy now applies max level 8. |
| UBT/commandlet wrapper status | Unreal logged successful results, but two Start-Process handles exposed empty exit-code fields; one commandlet fallback also looked for a marker absent from the abslog. The scripts now require UBT's Result: Succeeded or the commandlet's result 0 plus exact parity markers. Final UBT and adapter harness runs passed. |
| PowerShell helper checks | Two intermediate parser attempts failed while adding the UBT fallback; one parser check exposed a multiline -and in the commandlet fallback; a separate parser invocation also hit nested-shell variable expansion. These affected no Unreal run; the scripts were corrected and parsed successfully before final execution. |
| Staged standalone viewer build | The first launch failed before compilation because Start-Process split a path containing spaces. The corrected BuildHost run compiled the Core library and passed its symbol audit, then the viewer link failed with 12 unresolved VoxelForgeGpuFarViewer symbols: Standalone/Build.ps1 does not link the GpuFieldPort.cpp implementation still referenced by StandaloneViewer.cpp. No canonical standalone build file was edited. |
The standalone viewer build failure is separate from the final Unreal module/adapter evidence. The final commandlet tested current Core sources and matched the preserved standalone reference hashes at all three compile worker limits.
Owner hand-off
There is nothing to flip yet. Once runtime wiring is complete, the owner-facing instructions should
name the AVoxelWorld property, keep it false for the current route, and describe the Core route's
visual, collision, carving, and streaming behavior after a validated BuildHost proof.