6a60732c98d848f416195fe2ab2cdf1a7023ffbf
Jahni: cross-platform play (Linux and Windows, either side hosting) is a product requirement, so fix C9 at the cause instead of measuring the symptom. Verified in UE 5.7 source rather than assumed: VCToolChain.cs:1264 Default -> /fp:fast Precise -> /fp:precise ClangToolChain.cs:712 Default -> -ffp-contract=off Precise -> -ffp-contract=off Default really did mean opposite float models per platform; Precise collapses them onto the same one, so a Windows host and a Linux client agree by construction. Losing the shared PCH is what the IWYU debt hid behind. Every use turned out to be a pointer, TWeakObjectPtr or TSubclassOf parameter, so forward declarations suffice; only the templates and macros needed real includes. Seven headers fixed. VoxelDensityVolume.h was the one worth catching: it tests ENABLE_DRAW_DEBUG in an #if, and an undefined macro there is silently 0 — the debug block would have vanished without a warning rather than failing the build. Include paths verified against the engine tree, not guessed. Expect a residual tail; the shared PCH hid these for years and only a build enumerates them all. Build.cs now says so, and says the fix is to add the include rather than revert FPSemantics. Also adds VoxelForge.Determinism.CrossPlatformDigest: SHAPE digest (sign of density = the world) and FIELD digest (bit-for-bit) over a fixed integer grid, plus NearIso to bound how many samples could flip sign at all. Reports rather than asserts until pinned. The cross-platform comparison itself is deferred per Jahni. Expect a perf regression from losing reassociation and contraction on a noise-heavy hot path — measure against ARCHITECTURE 8.10. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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