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>
13 lines
412 B
C++
13 lines
412 B
C++
#pragma once
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#include "CoreMinimal.h"
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// Shared custom package version for idempotent VoxelForge asset migrations.
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// Version de package partagee pour les migrations VoxelForge idempotentes.
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namespace VoxelForgeAssetVersion
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{
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inline const FGuid GUID(0xA76D5E31, 0x4B2C4F9A, 0xB8C1D204, 0x6E9F7738);
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inline constexpr int32 TunnelFloorSlopeDegrees = 1;
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inline constexpr int32 MetreAuthoringV1 = 2;
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}
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