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Biome blending needs to ask which biome is at an XY, and the real answer is a warped Voronoi with a per-chunk cache on UVoxelGenerator. The op must not hold a generator pointer — Phase 3 wants ops to become assets, and one that owns a generator never can. So it depends on IVoxelBiomeField, a two-line interface returning (dominant, neighbour, weight), and the adapter that knows the generator stays on the generator's side. Same move as cliff -> structural: depend on the capability, not the owner. FBiomeBlendHeightSource holds one complete height stack per biome and lerps the HEIGHTS in the border band. Each biome's stack computes its own relief and gates its own terrace, exactly as the original makes two independent full calls and blends only the outputs. Blending heights rather than params is what keeps borders continuous across any param difference. The ceiling SELECTS the dominant instead of blending, because that is what the original does. Reproduced as-is rather than improved — a blended sky cap changes the world's silhouette and a port is not where that gets decided. Tested against a synthetic field rather than the real resolver: the resolver has its own coverage, while a synthetic field sweeps the weight 0 -> 1 continuously, which is where an inverted lerp hides. Five weights x 400 points, bit-exact against FMath::Lerp of the two full stacks, plus a check that the ceiling still returns the dominant's at weight 1. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>