Files
VoxelForge/ARCHITECTURE.md
T
Fr0zkaandClaude Opus 5.5 976d012a86 wip(assembler): round L13 -- one density field for every route (multiplayer determinism fix)
Region pages fell back to the legacy GetDensityAt evaluator while the base shape used the Core
manifest field, so a tile's density (and sometimes mesh) depended on streaming history. Pages
are now bound to their world's base FStandaloneShapeWorld evaluator before publication; density,
lattice, detail, classification and solid queries all delegate to it. WorldAssemblyEvaluatorVersion
5 -> 6. Route-parity audit: fails on L12 (5/5); after the fix 0 mismatches over 87 tile pairs
(base/page, base/native-only, edited, two histories), 56 exact-query pairs, 2.3M page samples,
4 seeds/recipes. Page-tile proof audit: 1,274 blocks, 0 violations. The spawn and island worlds
are unchanged; crossing output changed as intended. Reviewer interleaved spawn: +1.1% (noise).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 01:54:54 +02:00

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VoxelForge — Architecture & Design Deep-Dive

The 2026 redesign in detail: archetypes, the (0,0) spine, disturbances, content/atmosphere, biomes, and the performance invariants (the §8.10 "don't regress" list). Read this before touching generation / strates / passages. Navigation, file index & conventions live in CODEMAP.md. Section numbers (§8.x) are preserved so existing cross-references keep resolving.

8. Archetypes, spine, disturbances, content & carving (2026 redesign)

A large A-to-Z expansion. The world is a stack of strates the player descends through; each strate can be a fundamentally different archetype, connected at (0,0).

8.0 Human-scale generation contract (2026-09-06)

Voxel-space authored lengths convert at 0.125 m/voxel. The body reference is a 0.34 m radius, 1.76 m tall capsule (2.72 × 14.08 voxels). The default strate height is 16 chunks = 512 voxels = 64 m, intentionally larger than the 3-4 chunk boss-arena anchor so an archetype can reserve seals, vertical play, and a high ceiling together.

The default size families are deliberately independent:

Feature Default metre derivation Coupling kept sound
Room network radius 4-10 m (8-20 m diameters), origin radius 12 m (24 m hub), cell spacing 32 m MaxRoomRadius 40 < RoomSpacing/2 64; a 6 m radial margin remains around the largest room
Round passages 1.5-2 m radius (3-4 m bores); maze corridor radius 3.125 m (6.25 m nominal bore) 0.7 × 2 × (25−7.5) × 0.125 = 3.0625 m usable floor after worst roughness; Maze 25 < CellSize/2 64
Slab floor at 16 m, ceiling at 38.4 m, 22.4 m open span floor/ceiling noise and 4-8 m column diameters remain inside the open span
SurfaceWorld 20 m terrain relief, 12 m warp, 60.8 m sky cap terrain features are bounded below the 64 m strate envelope
VerticalShafts 4-7 m shaft diameters, 3 m connector bore, 8 m ledge interval shaft spacing is 20 m; connector/ledge values are derived from the roughness envelope
FloatingIslands 12-24 m island diameters, 28 m cell spacing the largest island leaves a 2 m centre-to-edge gap; thickness is separately derived
Inter-strate passages 3-4 m mouth bore, 3 m mid bore, 8-24 m reach, 16-48 m offset width, reach, and wander are separate body/placement decisions

For wall detail, VOXEL_NOISE_SCALE=1.25 and the proven sup|fBM|=1.5 give a roughness reach of 1.875 × SurfaceRoughness voxels. The default ratios are 0.625 against the minimum tunnel radius, 0.300 against the Maze corridor radius, 0.469/0.625 against shaft/connector radii, 0.234 against the minimum island radius (0.484 including its 6-voxel blend), and 0.625/0.938 against slab column radius for floor/ceiling roughness. SurfaceWorld is a heightfield, so its 0.047 ratio is against its 80-voxel relief scale, not a fictitious radial feature. FlatPlain and CrystalChamber intentionally share BuildSlabStack and the same slab parameter block; they cannot acquire separate scale geometry without a generator change.

This scale contract is informed by Epic's Unreal level-blockout guidance, which recommends a player-sized reference and gives 2-3 m hall / 3-4 m height starting guidance. The 2010 ADA Standards are a lower-bound accessibility reference (915 mm clear walking width and larger passing/turning spaces), while NPS Lehman Cave dimensions support keeping natural chambers heterogeneous and allowing 20 m-plus cathedral volumes.

Validation is deliberately split by cost: bounded regression fixtures remain 4 chunks, while the production definition, season defaults, and owner-facing showcase use 8 chunks. The historical pre-tree production-height sweep exhausted 256 rolls and found 0/8 complete hard-gate survivors; its 7 fine renders, 1 refusal, and 1 blank are retained as the scale baseline. The historical final VoxelForge run (VoxelForgeFullMazeTreeFinal3) recorded 30 clean successes, 2 warning-bearing, 0 failures, 0 not-run in 2,523.978 s; its regenerated showcase produced 6 fine renders, 2 refusals, and 0 blanks. All box-verdict violation counts were 0, WorldRadiusVoxels stayed 0, lateral regions stayed gated, and operator-stack equivalence paths remained bit-identical. The 2026-09-06 landing validation (VoxelForgeLandingFinal5) recorded 30 clean successes, 2 warning-bearing successes, 0 failures, 0 not-run across 32 tests in 3,607.746 s. The strict Composer.Promotion assertions remain intact and passed; no assertion was weakened. The landing, connectivity, seal, box-soundness, determinism, and equivalence tests passed. The two warnings are the known gated lateral-region result and the known TunnelNetwork outside-gate sample count; they are not landing or box-verdict violations.

8.1 Archetypes (ECaveGeneratorType, VoxelStrateTypes.h)

Each archetype has its own param USTRUCT (on UVoxelStrateDefinition, EditCondition-gated by GeneratorType) and its own operator stack builder in VoxelDensityOpStack.cpp, selected per chunk by VF_BuildOpStackForChunk in GetDensityAt (the same factory ClassifyTile uses). The stack is the only density path; a degenerate (zero-height) strate has none and is open air.

Archetype Params struct Stack builder Idea
TunnelNetwork FStrateGenerationParams BuildTunnelNetworkStack (fused evaluator: GetDensityWithParams) rooms+tunnels (original)
FlatPlain / CrystalChamber FSlabGenerationParams BuildSlabStack floor/ceiling void (original)
Maze FMazeGenerationParams BuildMazeStack origin-directed spanning-tree corridors on a 3D lattice, with capped loop edges and a thread-local per-cell capsule cache
SurfaceWorld FSurfaceGenerationParams BuildSurfaceStack heightfield terrain: domain-warped continents+ridged mtns+detail, a low-freq relief map (M) that scales mountains/elevation for plains↔highland variety, F20 heightfield terrain ops (`Surface
VerticalShafts FVerticalShaftParams BuildVerticalShaftStack full-height shafts + horizontal connectors + partial ledges
FloatingIslands FFloatingIslandParams BuildFloatingIslandStack asymmetric islands: flat land top + underside tapering to a point, lobed (domain-warped) outline, in an open void
Underwater FStrateGenerationParams + water (reuses BuildTunnelNetworkStack) tunnel rock + high water table

All stacks share the convention: internal positive=solid, and AppendStructuralPost ends every stack with origin spine → vertical boundary seal → inter-strate passage tube + landing/floor → XY edge seal; EvalMC negates once (MC: negative=solid). The final MC-facing edge pass in GetDensityAt is repeated after disturbances so the global rim cannot be reopened by a post-process; the diff layer remains the explicit player override. StrateManager provides params per chunk via GetMaze/Surface/VerticalShaft/FloatingIslandParamsForChunk (macro VF_ARCHETYPE_PARAMS_GETTER) — the ordinary authored path has no cross-boundary blend (Hard transitions between strates). The offline composer’s lateral manifest is the explicit within-strate exception described in §8.1a; it blends evaluated density fields, not these params. On top of the archetype, an optional biome layer (§8.14) modulates terrain & content WITHIN a strate via a window-invariant XY field — currently wired into SurfaceWorld.

8.1a Lateral regions (Tier 4d)

An archetype is now allowed to be a spatial region inside one strate, rather than a label that describes the whole strate. The offline composer rolls one to three region records. Each record owns its own native parameter vector and, for structure candidates, its own recipe; region zero is also retained as the compatibility identity. A one-region record takes the existing stack path.

The partition is a pure function of (world XY, world seed, absolute strate index). A 256-voxel hash lattice places jittered sites (VoxelHash::Cell), each site receives a deterministic region id, and the nearest-site assignment is Voronoi-like. Near a bisector, the nearest different-region site supplies the neighbour; its weight is the same linear boundary curve used by the vertical transition, split symmetrically so both sides meet at 0.5. The parent lerps the two evaluated internal densities, never their parameter vectors: a shaft spacing and a slab parameter are not commensurable. Internal density is positive solid; the parent is negated once at the MC boundary.

Region cores are built without structural posts. FLateralRegionBlendOp resolves the creative field, then one parent appends the global spine, vertical seal, passage carve/landing floor, and XY edge seal in the existing fixed order. No region can disable or duplicate those posts. The manifest is an offline artifact and the editor hand-off copies it into a worker-local per-chunk cache: the chunk prepares a small lattice-site window plus an integer XY query grid, so ordinary voxel evaluation is an O(1) lookup rather than a seed search or allocation. Fractional gradient probes reuse the same prepared site window.

The lateral ClassifyBox proof is deliberately one-sided. It uses a certified nearest-different site from the bounded local lattice window plus a 2-Lipschitz bound over the box's XY radius; only a strict lower bound greater than the blend width proves that one region and no blend band can touch the box. If the bounded query cannot certify that neighbor, proof is refused. Every other box asks every region stack; any Mixed, disagreement, or unknown result remains Mixed. Convex density blending means that equal all-air/all-solid signs are safe, but no cross-region uniformity is inferred from a single sample. The same key is checked when a season manifest is loaded, and WorldRadiusVoxels remains zero during offline materialisation.

This mechanism is implemented and instrumented, but not ready to promote: the pre-landing 16-seed passage-mouth audit reported 9/16 connected opposite-region pairs. After the landing pass, the current audit reports 4/16, while the exact region-zero controls also report 4/16. The same cases are 16/16 valid, non-vacuous, and above the 0.50 largest-component survival threshold before the law gate. No corridor or threshold tuning was added. The failed primordial-law gate is therefore retained as a design blocker; see COMPOSER-NOTES.md §3.2b and the validation log in §10.

The operator-stack design lives in Docs/archive/OPSTACK-PLAN.md / Docs/archive/OPSTACK-DECOMPOSITION.md, the symbol index in CODEMAP §3.2d — not repeated here. What matters for this document: the archetype table describes what the world IS.

8.2 (0,0) spine & hybrid connections

  • ApplyOriginSpine (VoxelGenerator.cpp, static helper) builds a finite, rounded landing room with a flat support floor at XY (0,0) in every strate's interior. It no longer carves a continuous vertical column: the old column supplied open air but no standable surface except at its bottom. Room half-width and height reuse the §6.5 capsule formulas; the room and slab are clamped away from both vertical seals. Radius = UVoxelGenerator::OriginSpineRadius ← VoxelSettings::OriginSpineRadius. Called before every ApplyBoundarySeal.
  • VerticalShafts treats that structural column as a connector endpoint, not as a second density primitive. A thread-local rebuild collects a direct-indexed geometric halo once (with the stock settings: 9×9 tree-emission cells and a 15×15 roll), emits tree links only for the inner 3×3 cells, and resolves each parent from its complete ±2-cell candidate window. Each shaft chooses the nearest shaft whose jittered distance to (0,0) is strictly smaller; ties use the lowest cell index. If that window has no parent, the deterministic ±3 lower-origin neighbour fallback fires; a window touching the origin uses the spine directly, with a final direct-spine fallback for an unusually empty finite halo. The wider collection is therefore fully contained for every emitted shaft and the parent is independent of chunk or evaluation-cell boundaries. Every parent edge strictly decreases origin distance or terminates at the spine, which proves that no shaft is orphaned or cyclic. The existing probabilistic VoxelHash::Pair links and Spacing*1.6 cutoff remain as texture and loops; they are additive, not the connectivity law. Tree links use a radius strictly above the proven sup|FBM|=1.5 roughness envelope (max(ConnectorRadius, SurfaceRoughness*VOXEL_NOISE_SCALE*1.5 + 1)) and choose a shared ledge-free Z interval. BuildVerticalShaftStack mirrors the same tree, random links, windows, hashes, radius, and connector-Z rule; VF_ApplyOriginSpine remains the sole owner of the vertical column itself.
  • The seals between rooms remain closed until progression opens the next connection. The one optional above-ground opening is the top room's ceiling through strate 0 (GeneratePassages, bOpenSurfaceEntry); it never bores the lower rooms together.
  • Base connection: the default inter-strate passage is a small, single-file, two-leg walkable switchback with a named 15° floor-gradient cap and final-density floor/capsule audit. A 32 m drop needs 119.4 m of horizontal run at that gradient, so a single direct ramp is not a plausible default. The switchback is explicit geometry, not a fall shaft.
  • Hybrid extras: auto-carved passages per boundary, placed away from (0,0). The upper strate's PassageConfig still drives count/style/shape; the legacy vertical/spiral/cascade/ crack styles remain descriptors without the base walkability guarantee.

The tree is a construction guarantee for the shaft field: every seeded shaft has one inward edge, and every chain strictly decreases distance to the origin until it reaches a local minimum that links to the spine. The fallback resolver preserves that proof, so no shaft is an orphan or part of a cycle. It does not alter passage placement. The acceptance measurement remains the actual arrival→departure flood-fill at the independently placed passage endpoints.

8.2a XY edge seal (bounded-world invariant)

UVoxelSettings::WorldRadiusVoxels and EdgeSealThickness define the bounded world in actor-space XY around (0,0). The legacy 8192-voxel radius is ~1.024 km at 12.5 cm/voxel; use 16384 voxels for the same ~2.05 km world radius. The source edge-seal default is 128 voxels. A radius of 0 is a true no-op: the hot path returns before doing any arithmetic, so the legacy unbounded field is unchanged. From R - Thickness to R, VF_ApplyXYEdgeSeal raises the internal positive-solid density with the same SmoothStep01 ramp idiom as the vertical seal; at and beyond R it forces positive BaseDensity. The generator negates once for marching cubes, so the externally visible sealed density is negative (solid).

This is the fourth structural post and is appended automatically by FVoxelOpStack::AppendStructuralPost, after the spine, vertical seal, and passage tube + landing floor. Passage carving deliberately remains before the edge seal: the tube is the intentional vertical-boundary crossing, while each landing/connector is clamped inside the strate's vertical seal. A passage whose mouth, landing, or body reaches the XY rim is overwritten by the edge force and cannot open a hole through the world boundary. The legacy density functions apply the same post in the same order. GetDensityAt reapplies the MC-facing landing air/floor after disturbances as an idempotent support backstop, before the final XY seal; player diff edits still run last by design and remain authoritative.

FXYEdgeSealOp is IsXYPure() == true, uses only a squared radial early-out in the common interior case, and returns AllSolid from ClassifyBox only when the closest point of the whole box is at least one voxel into the ramp (or beyond R). Its ForcedMarginOverBox reports the actual positive lower bound, conservatively reduced after the one-voxel proof margin; it never treats the mathematical inner edge as solid. The same proof is used by the global ClassifyTile shell guard, so tiles wholly in the proven outer band can skip T1.d generation/collision work. A box touching the band but not meeting that proof remains Mixed.

8.3 Disturbance layer (the "wow" post-process)

FStrateDisturbanceParams (on the definition, all archetypes). ApplyDisturbances (VoxelGenerator.cpp static, MC convention) runs in GetDensityAt after dispatch: chasms (carve air), bridges (solid spans), ridges (solid blades). The XY edge seal is reapplied after this layer, so disturbances cannot reopen the outer shell; the layer otherwise stays inside the vertical seal bands. Provided per chunk by StrateManager::GetDisturbanceParamsForChunk.

8.4 Cross-chunk determinism (the seam-prevention invariant)

BuildChunkCache (VoxelCaveMorphology.cpp) uses two regions: a wide COLLECT region (2*MaxTunnelLength + MaxInfluence) over which connectivity is decided (NN filtered to <= MaxTunnelLength, origin cap = deterministic top-N by hash), and a tight STORE region (+MaxInfluence) kept for per-voxel eval. This makes the room/tunnel graph window-invariant. If you add a connectivity rule with longer edges, the COLLECT region must still cover the max edge reach, and decisions must not depend on the stored window.

Maze topology — local spanning tree, optional loops

Maze uses a different, strictly local connectivity contract. A non-origin lattice node (x,y,z) hash-selects one parent from the axes whose coordinate is non-zero, taking one step toward (0,0,0). The parent step reduces |x|+|y|+|z| by one, so the infinite undirected parent graph has one root, no cycles, and every cell is reachable by construction. A canonical lower-node plus axis edge is open when either endpoint selects the other as parent. Horizontal and vertical loop edges are optional visual detail, capped at 0.18 * BranchProbability and 0.10 * Verticality; they are never needed for the connectivity proof.

The evaluation window is exactly the lower nodes in {-1,0}³, an 8-node / 2×2×2 local halo. The edge predicate checks the adjacent +1 endpoint's parent locally, so it does not need a wider collect region and cannot disagree at a chunk boundary. MakeLatticeCorridorSource rebuilds those decisions in its thread-local per-cell cache; the voxel loop evaluates only cached capsule SDFs. This is deliberately independent of WorldRadiusVoxels (which remains 0) and the still-gated lateral-region system.

The editor composer walk-through preserves this invariant by avoiding a layout rebuild. AVoxelWorld::ApplyComposerCandidate pauses and drains active generation, installs one temporary override on an existing slot, increments the manager's layout/passages version, and then reuses RegenerateAllChunks to bump GenerationEpoch. The slot's Z range and passages therefore remain stable; worker tasks copy the immutable override during their versioned refetch. A parameter candidate uses the production native stack mapping, while a structure candidate uses VF_BuildStackFromRecipe. Custom recipes now classify with that exact materialised stack; slot/gap crossings, diffs, and disturbances still fail closed to Mixed, and accepted uniform verdicts are brute-force checked by VoxelForge.Composer.Season. The bridge and its editable properties are WITH_EDITOR/WITH_EDITORONLY_DATA only and do not exist in a shipping build.

8.4a Cooked seasons — composition stays offline, evaluation ships

UVoxelSeasonAsset is a UPrimaryDataAsset imported from the diffable schema-2 season_manifest.json. The asset embeds the reviewed JSON, independently copies its seed, season, spine/radius and SHA-1 content hash, and retains cook references to authored fixed definitions. Runtime parses and verifies both hash copies before accepting the season. An assigned invalid season fails closed; it never falls back to an unrelated authored pool.

When UVoxelSettings::Season is assigned, UVoxelStrateManager::Initialize keeps its existing half-built-layout/GeneratePassages ordering but feeds it the manifest's exact ordered slots, bounds, archetypes, vectors, per-strate seeds and recipes. UVoxelGenerator copies an immutable recipe/vector on the existing (owner, chunk, layout version) refetch and materialises FVoxelOpStack locally. No rolling, corpus load, measurement, selection, promotion, or review code is compiled for Shipping. When Season is unset, the authored fixed/pool shuffle path is unchanged.

Schema 2 is deliberately density-focused. A fixed slot may retain an authored definition path as its content/visual/passage bag; a generated slot has deterministic empty/default wider content. Because passage configuration is not stored, generated slots set Connections=0 instead of inventing the UObject default passage that was never measured; the origin spine remains. Lateral-region manifests are rejected while VF_LateralRegionsAreShippable() remains false (measured cross-seam law 9/16).

8.5 Content scatter & water — VoxelContentManager.h/.cpp (NEW)

UVoxelContentManager (owned by AVoxelWorld, game-thread). TWO INDEPENDENT subsystems:

(A) DECORATIONS — distance-based WORLD GRID (the no-pop system, 2026-06-17). Decorations are placed on a fixed world XY cell grid (1 cell = 1 chunk footprint, DECO_CELL_VOXELS = CHUNK_SIZE) and streamed by DISTANCE from the player, fully decoupled from clipmap tiles / LOD. THE MARCH RUNS ASYNC ON WORKER THREADS (mirrors mesh gen — GetDensityAt is thread-safe; the synchronous-on-game-thread first cut was a perf disaster + starved streaming → seams, so it was moved off-thread). Driven by AVoxelWorld::Tick → UpdateDecorations(playerWorldPos), three phases: (1) recompute the desired cell set (RebuildDesiredCells) only when the player crosses a cell boundary OR changes strate — clears out-of-range loaded cells, queues cells that are NOT loaded and NOT in flight (PendingLaunch, nearest-first). A loaded region is NEVER re-streamed in place while it stays in range (only cleared when it leaves), so decorations don't FLICKER as the player moves. TWO STREAMING GRIDS (FStrateDecoration::StreamTier, 2026-06-26): the stream RADIUS is a property of the GRID, never of an entry — mixing radii inside one grid would force an in-place re-stream when the player crosses an entry's radius (the original tier system's flicker bug). So there are exactly two self-contained grids (FDecoGrid, each with its own region map + builds + queues + HISMs): NearGrid (DecorationNearRadiusChunks, FINE DecorationSpacingVoxels column grid — dense groundcover near the player) and FarGrid (DecorationRadiusChunks, COARSE DecorationFarSpacingVoxels column grid — trees/landmarks/RARE props visible everywhere; the coarse grid is what makes a rare prop cheap, since the worker march cost scales with column count). An entry picks a grid via StreamTier (default Far); the palette is partitioned by tier so each grid marches only its own subset. A given world XY is covered by a Far region always, plus a Near region when close (separate HISMs → crossing the near boundary never touches the far region). (2) LaunchDecoTasks (per grid, sharing ONE MaxConcurrentDecorationTasks budget — each throttles against the other's in-flight count): snapshot the update's decoration palette (built once on the GAME thread — biome, see below) then fire an async UE::Tasks march (BuildCellSpawns, BackgroundNormal, capped at MaxConcurrentDecorationTasks in flight via InFlightCells). (3) ProcessDecoResults: drain finished cell marches (DecoResults, Mpsc) and fold each into its grid's region build (MergeCellResult; a result whose build is gone or whose BuildId no longer matches — region cleared + re-marched — is discarded), then apply completed regions budgeted (MaxDecorationCellsPerFrame regions/frame via ApplyRegion — the only game-thread cost; a region that left range while it marched is dropped unbuilt). BuildCellSpawns (worker) finds each column's surface point(s) and rolls the entries there (shared PlaceAtCrossing). Candidate columns are snapped to INTEGER voxel XY (integer jitter) so the generator's surface-column cache (T1.a, §8.10) applies — FRACTIONAL XY bypasses it and recomputes the noise-heavy heightfield+biome on every sample. TWO column strategies by archetype: (a) SurfaceWorld → HEIGHT ORACLE (Ctx.bSurfaceWorld), NO marching. Generator::GetSurfaceHeightAt(x,y, chunkZ → TerrainZ, CeilSurf) returns the heightfield surface + sky-cap ceiling in O(1) (it shares the density path's ResolveSurfaceChunkParams/ComputeSurfaceColumn via its own thread_local per-chunk cache, so it's bit-identical to the rendered ground). Per column: query centre + 4 neighbours (gradient → floor/ceiling normals), place a Floor crossing at TerrainZ and a Ceiling crossing at CeilSurf (if open space below). A single GetDensityAt at the surface verifies the column isn't CARVED (passage/spine/diff make it air → skip; the oracle is the raw heightfield and doesn't know carving). ~5 height evals + 1-2 density samples/column vs hundreds marched. (b) other archetypes (caves/shafts/islands) → ray-march the strate Z-band (GetStrateUnrealZRange, voxel coords) via GetDensityAt at a COARSE step (DecorationMarchStepVoxels), each air↔solid sign change bisection-refined (4 iters → accuracy independent of step). Either way a prop sits at the SAME world position at every LOD → no pop. (march) The top cap/seal + the open air are always marched first; the scan only stops after DecorationColumnDepthVoxels of CONTIGUOUS solid once it has ENTERED the open space (trims dead bedrock below the ground without ever stopping short of it — a "below the first crossing" cap was wrong: on a surface world the first crossing is the high CEILING, so it stopped mid-air before reaching the ground = no floor props). Outward normal = normalized density gradient (solid→air, matches the mesher), classified Floor/Wall/Ceiling by normal.Z. Each crossing rolls every FStrateDecoration independently: surface-type, density gate (DecoHash(cell,column,crossing,entry,seed)), water-relative, align/yaw/scale, per-cell MaxPerChunk + global actor cap → a FDecoSpawn{EntryIdx, bInstanced, Xf}. The game thread spawns from the result's Entries snapshot. DecorationMaxCrossingsPerColumn caps cave columns (surface worlds have 1). Shutdown: NotifyShutdown() (called from AVoxelWorld::EndPlay) flags + spin-waits on the in-flight task count before UObject teardown (tasks read the Generator); BeginDestroy is the backstop. Determinism: pure hash of (cell, column, crossing, entry, seed) + the density surface snap. Decorations exist ONLY in the player's current strate (march is strate-bounded) → a strate change wipes + rebuilds them, and there is no cross-strate light bleed to cull. Render paths: ActorClass → real actors (lights/logic, pricey game-thread spawn); InstancedMesh → HISM (no tick/actor/collision, emissive glows far), per-cell-per-entry. Per-entry HISM tuning for dense groundcover (FStrateDecoration, only the InstancedMesh path): CullDistance (cm; 0 = no cull — the lever that makes dense grass affordable: placed thickly, drawn only near → GPU cost bounded by area-within-cull, NOT the stream radius), bCastShadow (default true; turn OFF for grass — dense instanced shadows are the dominant foliage cost), MaxSlopeAngle (deg from flat = acos(|N.Z|); 90 = no filter, ~35 keeps grass off cliffs — applied in the worker's PlaceAtCrossing). Placement-constraint gates (all in PlaceAtCrossing, deterministic, zero-cost at defaults): MinSlopeAngle (lower companion to Max — band a prop onto a tilt range, e.g. 30..70 = slopes only), bWallExcludeOverhangs (wall-only-upright: drop normals with N.Z < 0 so downward overhangs don't take wall props). Shared vocabulary (2026-07-06): these gates + spawn/transform/render fields now live on FPlacementProfile (embedded as Profile on FStrateDecoration and FStrateLandmark), so both scatter primitives are authored identically. Rotation unified to RotationOffset (fixed) + RandomRotation (per-axis hash-random) — decoration's ctor defaults RandomRotation.Yaw = 360 (full random heading, replacing the old bRandomYaw/MinYaw/MaxYaw; banded yaw = offset + a smaller random range). Distribution is unchanged; the exact per-instance yaw values reshuffle once (different hash mix). F7 AWARE PLACEMENT (2026-07-06): FPlacementProfile::Conditions = a list of FTerrainCondition DERIVED PREDICATES (relief / moisture / biome-border weight, each an inclusive [Min,Max] band, optional invert), AND-ed and evaluated by Generator::EvaluateTerrainConditions at the candidate XY — "conditions, not annotations": nothing is stored, the phenomenon is queried from the analytic fields (SampleRelief / SampleMoisture / SampleBiomeAt) on demand, so it's deterministic + worker-safe (the caller hands over the strate's already-resolved FBiomeContext, so no re-resolve). Opt-in per entry (empty list = zero cost); wired into both the deco worker (BuildCellSpawns) and landmark placement (SpawnLandmarkInstance). This is the shared core of the coming quest FindFeature locator (same predicate, run as an outward search) and the landmark anchor gate. The BP bridge AVoxelWorld::GetVoxelSurfaceHeightAt exposes the trace-free deterministic ground/ceiling height so authored ruin/set-piece Blueprints self-arrange on the real surface before it meshes. Next types (water-edge band, relief-peak local-max, slope) are additive. F7 COMPANIONS (relational decoration, FDecoCompanion): each FStrateDecoration may list Companions (satellites: rocks/mushrooms around a tree). When PlaceAtCrossing emits a parent spawn, it immediately rolls each companion (probability → count in [CountMin,CountMax] → disk offset RadiusMin/MaxVox), all hashed off the PARENT's hash H → a pure function of the parent, so NO "did a tree spawn here?" search. Each satellite offsets from the parent in the XY plane (voxel space) and then, by default (bSnapToSurface), re-snaps to the real surface at its OWN XY via FindLandmarkColumn (cheap GetSurfaceHeightAt oracle on SurfaceWorld, a short ray-march in caves; worker-safe — reads only Gen) — this kills floaters on uneven ground; a satellite that finds no surface at its spot is skipped. Turn bSnapToSurface off to inherit the parent's exact height+normal (cheapest, flat ground only). Satellites can also be gated by their own Profile.Conditions evaluated at the satellite XY (e.g. a unique mushroom only at a biome border). They carry their own Profile transform/render. FDecoSpawn gained CompanionIdx (−1 = the entry; else index into Companions) so MergeCellResult/ApplyRegion resolve the satellite's mesh/actor + render tuning from Companions[ci].Profile (the region mesh bucket now stores an FPlacementProfile, not a whole entry). Two levels: a companion may carry SubCompanions (FDecoSubCompanion — a distinct type, since UHT can't reflect a self-recursive FDecoCompanion) that spawn ON each level-1 satellite (moss on a rock); level-2 inherits the L1 satellite's snapped point (no re-snap — the cost lever that keeps nesting cheap) and can still gate on its own Conditions. FDecoSpawn::SubIdx routes L2 back to Companions[ci].SubCompanions[sj]. A hard per-parent budget (GMaxCompanionsPerParent, 256) caps the total L1+L2 count so a misconfiguration can't blow up regardless of authored counts. Bounded (count × parents, ≤ budget), deterministic, streams inside the existing two-grid deco system untouched. Depth beyond 2 (and per-entry references for arbitrary nesting) is the remaining flagged follow-up.

F7 SET-PIECES — FOLDED INTO LANDMARKS (2026-07-06). Set-pieces (ruins/shrines/monuments) and landmarks (mini-suns) had no real reason to be separate once both shared the spawn core and gained Conditions, so FStrateSetPiece/UpdateSetPieces were MERGED into FStrateLandmark/UpdateLandmarks — one primitive, one UVoxelStrateDefinition::Landmarks list. Each entry has an AnchorMode: HashLattice (scatter on a coarse lattice, SpacingChunks) or PassageMouth (enumerate StrateManager->GetPassages(), keep endpoints whose Upper/LowerStrateIndex == the current strate — bAtDescentMouths = the hole going down, bAtArrivalMouths = where you land; endpoints are global VOXEL coords). Feature-conditioning is just Profile.Conditions on either mode. Exclusion (self-awareness, optional): ExclusionRadiusChunks (0 = OFF, the default — mini-suns don't exclude) + Priority; a candidate is suppressed if a HIGHER-RANKED one's disk covers it (rank = Priority, then hash — deterministic). UpdateLandmarks now gathers all candidates → resolves exclusion (SKIPPED entirely when no entry opts in, so pure scatter keeps its old O(n) cost; HashLattice keeps the original hash salt 0x1A2D5u so mini-sun positions are unchanged) → spawns survivors via SpawnFromProfile (+ the orb wrapper). Exclusion is now POP-FREE: each entry is gathered in StreamRadius + MaxExcl (MaxExcl = the strate's largest ExclusionRadiusChunks); the extra "ring" candidates carry bSpawnable = false and only SUPPRESS (never spawn), so every conflictor of an in-range candidate is always present regardless of player position → a candidate's fate is a pure function of (seed, layout), no edge-of-radius flicker. Decoration footprint (bSuppressDecorationsUnder + SuppressRadiusChunks): a landmark mesh doesn't change density, so the deco placer can't see it — instead, on spawn it calls RemoveDecorationsInSphere to clear grass in its footprint, stores the footprint on FLandmarkInstance, and ApplyRegion re-clears under any loaded suppressing landmark when a deco region streams in fresh (so temple floors stay clear as you leave/return). PLAYER DIG → GRASS REMOVAL: AVoxelWorld::ApplyModification (the single funnel for every carve/fill brush) calls RemoveDecorationsInSphere(Center·VOXEL_SIZE, Radius·VOXEL_SIZE) after the diff+remesh — instant, flicker-free (only the affected HISM instances go, via GetInstancesOverlappingSphere+RemoveInstances; nothing is cleared+rebuilt), so grass never floats over a dug hole. This only patches the LIVE instances; the placer's existing density check (D(VX,VY,hC) <= 0.5f) already keeps any future natural rebuild correct. (Editing a Static-mobility HISM re-caches its proxy — fine for player-paced digging.) Not handled by immediate removal: new grass on a freshly-exposed ledge / regrowth after fill-back — both self-correct on the next natural re-stream. Freeze note: a huge set-piece mesh hitches on register (game-thread proxy/distance-field build — NOT async-fixable; the spawn is game-thread by engine rule; the asset is a hard ref so already resident) → mitigate ASSET-side (Nanite on the mesh, bake distance fields), optionally budget spawns across frames. ApplyRegion buckets a region's spawns per mesh (all its cells merged) and builds each HISM with ONE batched AddInstances (single cluster-tree build, set cull/shadow BEFORE RegisterComponent) — the game-thread hitch-killer for dense cells. Per-entry tier (StreamTier, default Far) picks NearGrid or FarGrid; radius + column spacing are PER-GRID settings, never per-entry (a per-entry radius would re-introduce the in-place re-stream flicker — see the two-grid rationale above). CullDistance still bounds GPU draw on top (orthogonal to which grid streams the entry). No LOD area-density compensation (placement is per real surface point, density-stable with distance). SpawnDensity semantics CHANGED vs the old vertex scatter: it rolls per column surface-point (not per mesh vertex) → expect a one-time density re-tune. Settings (Voxel|Content): DecorationRadiusChunks (6 — FAR reach in cells), DecorationNearRadiusChunks (3 — NEAR reach), DecorationSpacingVoxels (4 → 8×8 cols/cell — NEAR/fine grid), DecorationFarSpacingVoxels (4 by default → raise to 8–16 for a cheap coarse FAR grid; the rare-prop lever), DecorationRegionSizeCells (4 — RxR cells per region/HISM), DecorationMarchStepVoxels (2 — coarse, bisection-refined; cave march only), DecorationMaxCrossingsPerColumn (4 — cave march only), DecorationColumnDepthVoxels (160 — bedrock march cap; cave march only), MaxDecorationCellsPerFrame (2 — apply/spawn budget), MaxConcurrentDecorationTasks (4 — in-flight task cap; 0 disables decorations). COST: surface worlds now use the O(1) oracle (cheap); caves ray-march. The work is OFF the frame (worker threads) — game thread only pays the budgeted spawn. If streaming slows, lower MaxConcurrentDecorationTasks / raise DecorationMarchStepVoxels / shrink radii/spacing. Default DecorationRadiusChunks=6 ≈ props ~48 m out — raise for far flora (cost ~r²).

(A2) LANDMARKS — rare large objects on a COARSE HASH LATTICE (UpdateLandmarks, 2026-06-26). The right primitive for sparse, far-visible objects like the underground "mini-suns" — where the per-chunk decoration grid fails: at a 2048-chunk radius that grid enumerates ~13M cells per cell-crossing on the game thread and FREEZES. Landmarks instead live on a per-entry hash lattice (cell = FStrateLandmark::SpacingChunks chunks), so a radius-R disk holds only ~(R/Spacing)² candidates (≈16 at R=2048, Spacing=512). Listed strate-wide on UVoxelStrateDefinition::Landmarks. Each Tick, for each entry, walk the small lattice box around the player within StreamRadiusChunks: DecoHash(cell,entry,seed) rolls existence (SpawnProbability), a jittered XY (JitterFraction — effective min spacing ≈ Spacing·(1−Jitter)), then a SINGLE-column surface find (FindLandmarkColumn: SurfaceWorld height oracle, else one density ray-march) snaps to the chosen SurfacePlacement (default Ceiling = sky-cap). Gates mirror decorations (biome via GetDominantBiomeAt, slope band, water-relative). Foliage-style transform tweaks: LocationOffset (world XYZ), RotationOffset + per-axis RandomRotation, Min/MaxScale, bAlignToSurface. Spawned as a real actor (ActorClass, for a sun's light) or one Static UStaticMeshComponent (InstancedMesh, CullDistance=0 → never cull). All SYNCHRONOUS on the game thread (so few candidates it never hitches); a cell's surface-find runs only the first frame it enters range, then is cached in LandmarkInstances (keyed FIntVector(cellX,cellY,entry), null entry = "evaluated, nothing placed" so it isn't retried). Deterministic (hash → no pop, infinite reach). Strate-bounded (wiped on strate change, like decorations). This is the real home for "rare prop at all distances" — the job the decoration FarGrid could approximate at moderate range but not at extreme radius.

(B) WATER — ONE strate-global ocean plane that follows the player (UpdateWater, from Tick). A single scaled engine plane (/Engine/BasicShapes/Plane, no collision, no shadow) snapped to a coarse cell around the player, so it only repositions when the player crosses a cell; terrain pokes through it, so it reads as water at every LOD and to the horizon with no per-tile gaps (one draw). Water Z: bHasWater + WaterLevelRelative → StrateManager::GetWaterLevelWorldZForChunk (no water in the current strate ⇒ plane hidden). Material: UVoxelStrateDefinition::WaterMaterial. ⚠️ OPEN: UVoxelBiomeDefinition::WaterMaterial (the biome content profile's water override, §8.14) is not read by the single-plane path — owner to decide whether the biome override should come back (REVIEW_FINDINGS, Owner decisions).

ClearAll/SetSeed on ChangeSeed/regenerate clears both subsystems (decorations re-stream on the next Tick via the INT_MIN sentinels). Per-biome content (§8.14): decorations resolve the dominant biome PER COLUMN on the worker (ResolveBiomeSampleAt via the strate's FBiomeContext, box-cached → one rebuild per chunk footprint). The update builds ONE flat decoration palette per grid (every biome's list concatenated; EntryBiome[i] tags entry i with its context-biome index, -1 = strate fallback), and PlaceAtCrossing rolls only the entries the column's biome owns. Borders follow the warped-Voronoi field at column resolution, no straight lines (a per-CELL biome would snap borders to the 4 m cell grid). Initialize also takes UVoxelSettings* (for the grid tunables).

8.6 Atmosphere — VoxelAtmosphereManager.h/.cpp (NEW)

UVoxelAtmosphereManager (owned by AVoxelWorld, gated by bManageAtmosphere). UpdateForPlayer(pos) each Tick, reacts only on strate change. Drives a managed UExponentialHeightFogComponent + movable USkyLightComponent from the player's strate (FogColor/FogDensity/bVolumetricFog/AmbientLightColor/AmbientLightIntensity), and spawns PERSISTENT ceiling/floor "layer" actors (Def->CeilingLayerActor/FloorLayerActor + ZOffsets

  • rotations) that follow the player in XY — the sky-island sea-of-clouds / two-sided fog. Def->AtmosphereActor (a full BP with your own fog/sky/postprocess) OVERRIDES the managed fog+sky for that strate. Reset() on ChangeSeed/EndPlay. (Skylight ambient underground is weak — captures a dark scene; fog is the strong visual.) Per-biome atmosphere (§8.14): UpdateForPlayer also resolves the player's dominant biome and, when the biome has bOverrideAtmosphere, its fog/sky beats the strate's (reacts on biome change, not just strate change). ApplyFogSky(Def, Biome) is the shared path; layer actors + the full AtmosphereActor BP stay strate-level. Needs the generator injected (Initialize(..., Generator)).

8.7 Inter-strate bedrock gap

VoxelSettings::InterStrateGapChunks (N) inserts N chunks of SOLID bedrock between consecutive strates (StrateManager::Initialize leaves the gap in the layout). IsGapChunk detects it; GetDensityAt renders gap chunks as solid + passages only (no caves/spine/seal) so the player digs (0,0) through the gap to descend. GetStrateUnrealZRange gives a strate's cm Z range.

8.8 Inter-strate passages — PER-STRATE (FStratePassageConfig on the definition)

Each strate's PassageConfig (VoxelStrateTypes.h) controls its descent tunnels to the layer below: Connections, Style (EVoxelPassageStyle: Straight/Worm/Spiral/Cascading), MouthRadius/MidRadius (tapered width → FVoxelPassage::ControlRadii + VoxelSDF::TaperedCapsule), ReachMin/Max (depth into each strate), DistanceMin/Max (from the (0,0) spine), Wander, Segments, VerticalWobble, Spiral/Cascade params. Built in StrateManager::GeneratePassages as control-point chains. Worm = independent fBM per horizontal axis (PassageFBM static) with a flat-top envelope → organic squirm (NOT a 1D zigzag, NOT a same-freq 2-channel spiral). EvaluateModifierSDF (per voxel) first builds a thread_local per-chunk shortlist of passages whose bounds reach this chunk (rebuilt on chunk change / PassagesVersion bump) — chunks with no passage near return FLT_MAX immediately — then bounding-sphere-culls each shortlisted passage (FVoxelPassage::BoundCenter/BoundRadiusSq). The same shortlist serves the tube, landing SDF, and landing-floor membership; no source query, flood fill, or topology search is in the voxel loop. Both are perf-critical (§8.10). The (0,0) surface entry is a simple straight tube. Placement, reach, and shape draws for inter-strate passages are keyed by (seed, upper-strate index, connection index, per-value salt) through VoxelHash, so one passage's connection count cannot shift any later passage. Global passage settings were removed from VoxelSettings.

The repeated floor queries use the same thread_local passage state: FPassageEvaluationCache owns one indexed FloorProjections entry per passage, keyed by exact double (X,Y,Z) equality for the current sample. Native projection, generic fallback projection, and walkable-air classification reuse the cached float outputs and validity bits; manager lifetime, layout version, and chunk changes invalidate the cache. voxel.FloorRound1PassageProjectionCache is an A/B switch only. It changes no projection arithmetic and no density value; a cache hit is an exact reuse of the first result.

After each passage's XY is selected, GeneratePassages asks both participating strates for a player-fit source point through the pure free function VF_SuggestLandingPoint (VoxelCaveMorphology). TunnelNetwork and Underwater keep the nearest hash-room vertical placement at the requested XY, with MakeStrateSeed(world-seed, strate-index) matching the room graph's existing identity; FlatPlain and CrystalChamber recompute their slab void band and reject column-overlap points. Maze snaps to the nearest roughness-safe horizontal lattice corridor within one cell, VerticalShafts to the exact axis of a roughness-safe shaft on the drainage tree within two shaft spacings at the default site density, and FloatingIslands to a validated blob top within one island spacing. Those three return false when no footing exists inside that explicit lateral budget. GeneratePassages interpolates each accepted XY through the control-point chain and recomputes its conservative bound; SurfaceWorld remains deliberately unanswerable because production terrain can be selected through manager-owned biome/per-column context. Declined answers (unsupported or no-footing) keep the historical random reach and are reported diagnostically.

The source query proves only a local pose; it does not flood-fill the live network. Therefore every inter-strate end also receives an explicit FVoxelPassageLanding: a rounded chamber with a hard flat floor. There is no connector to the origin landing room at (0,0). The owner deleted those radial roads after a playtest (d97373c, 2026-09-08: they cut straight through everything); room joins are flattened to walkable height instead. A source-fit landing therefore stays local to the room it was fitted into (GeneratePassages, the VF_BuildPassageLanding calls). ⚠️ Open gap (Sol's code review, Docs/archive/DESIGN-SOL-2026-09-15-CODE.md §1.3/§2.4): when the footing query declines, the landing falls back to the historical random reach, and nothing proves that pose joins the walk network. The canonical capability gate covers one scenario, not every seed or mix. Proposed fix, not built: retry deterministically at other candidate spots instead of falling back. This is the join guarantee, including for a source-fit answer — it is not a probability claim about a nearby room. The connector is a swept flat-floor corridor with a 5-voxel (1.25 m) radius / 2.5 m clear width and a 12-voxel (3 m) clear height. Its 4.5-voxel support inset is enough for the 1.36-voxel player radius and avoids capping unrelated shaft air; the origin room owns the root floor, so there is no continuous root column. A connector's level dog-leg is sized against the same named 15° floor-gradient limit as the default inter-strate tunnel. The room and connector floor are therefore real walkable geometry, not a point anchor or nearest-component guess, and no per-passage ordering is involved.

The chamber dimensions come directly from the capsule: player diameter 2×0.34/0.125 = 5.44 voxels; required floor width 3/0.125 = 24 voxels; capsule height 2×0.88/0.125 = 14.08 voxels; one metre of headroom adds 8 voxels. HalfWidth=max(12, MouthRadius+4) gives a 24-voxel minimum clear floor width (3 m). Height is max(24, 14.08+8, 2×MouthRadius+4); the minimum room height is 24 voxels (3 m). FloorZ=StandingPoint.Z−1, floor thickness is 6 voxels (0.75 m), and the tube centreline meets the room at FloorZ+MouthRadius, so its lower tangent is the floor and there is no step lip. The final-density floor audit samples the flat plane and checks the player-fit capsule above it. The default tunnel audit samples every route step against the final density and checks the analytic and measured route gradients against the explicit ≤15° walkable-tunnel contract. This is deliberately well below the movement CDO's roughly 44.8° scramble ceiling: 44° is not a sensible default for a tunnel the player is meant to walk.

The landing is part of the structural post, in the fixed order origin spine → vertical seal → passage tube + landing/floor → XY edge seal. The floor is applied after the passage carve and after MC-space disturbances as a support backstop, still before the final XY edge seal. Room/floor Z is clamped inside the vertical seal; the XY edge seal is last and wins over every landing or tube near the rim. Thus no landing can breach a strate boundary or the world edge. The op-stack FPassageCarveOp calls the manager's ApplyPassageModifier, including the floor, and ClassifyTile kills both uniform hypotheses around the bidirectional landing floor (Both in the stack), so an air proof cannot delete support.

The query remains pure — it does not construct an operator stack, touch a cache, or call back into UVoxelStrateManager while Initialize builds the layout. Landing descriptors, connector choice, door direction, and bounds are all produced once from the passage seed salts; passages never read another passage's result. LayoutOrderIndependence compares the complete descriptors bit-for-bit.

8.9 Carving — brush shapes + editor controls

FVoxelModification has EVoxelBrushShape {Sphere,Box,Capsule} + BoxExtent/CapsuleEnd/ Falloff + GetWorldBounds. UVoxelDiffLayer::GetDensityOffset switches per shape; chunk overlap uses the shape AABB. AVoxelWorld: CarveBox/FillBox/CarveCapsule/FillCapsule/ ApplyModification (BlueprintCallable) + EditorCarveSphere/EditorFillSphere (CallInEditor) driven by EditorBrush* props.

8.10 Performance invariants (DON'T regress)

  • Streaming (UpdateChunksAroundPosition): rebuild/cull the desired set only when the player crosses a level-0 chunk boundary, an anchor moves, or a rebuild is forced; use the stamped desired map for the cull and idle via bAllChunksLoaded. On every rebuild, pending requests whose keys left the desired set are marked obsolete through a per-request atomic token. Workers only read that token (and bShuttingDown/generation pause), abort between expensive stages, and send the result through the normal MPSC queue; the game thread reads the token again before applying. FChunkResult::Epoch still guards the generation epoch. Desired work is sorted from the true pawn position, with the occupied/support LOD0 tile and the next tile along the heading in an absolute high-priority prefix. Admission counts queued/running ActiveTaskCount; PendingTiles stays until game-thread apply for duplicate suppression and result bookkeeping, but completed MPSC results do not occupy a worker slot. voxel.StreamingLegacyPendingResultCap=1 restores the old result-inclusive admission count. voxel.StreamingDynamicNearReserve=1 holds the authored near reserve while moving or before the walkable gate, then releases it to coarse work after the stationary ring is ready. Stationary player ≈ free. (Old per-frame O(loaded×desired) scan = 22ms.) Core region compilation is a separate resource gate. With the default voxel.CoreRegionConcurrentAdmission=1, tile keys that need the pending region are withheld, while independent keys may use remaining worker slots. 0 restores the all-admission wait. Region pages are built off the lookup map, published as immutable shared pages, and reclaimed when the final reader releases its shared owner. voxel.StreamingResultBacklogCap=256 independently bounds queued result payloads plus active tile tasks and held prequeue results; 0 disables this memory backstop. Result count is not used as a worker-slot count.
  • LOD changes HOT-SWAP (LoadTile only, never unload-first) → no holes. LOD reconciliation lives in the PERSISTENT per-frame submit loop (same loop as new-chunk loads), NOT as a one-shot on the boundary-cross frame — a one-shot drops every chunk past the task budget and strands it at a stale LOD. Idle (bAllChunksLoaded) only when a full scan finds no loads AND no LOD mismatches outstanding.
  • SDF cache (GetDensityWithParams): search-BOX validity, not chunk-key — gradient ±1 sampling must not thrash the (expensive) rebuild.
  • Worm block skip (VF_TryGetWormBlockSkip): inside the unchanged WormNetworkRange mask, a worker-local direct-indexed cache covers the mesher's 4×4×4 lattice blocks (including the normal halo). It samples N1 once at the transformed block centre and proves the entire block clears the threshold with the actual 3D hash-gradient field bound L = (15/4) * sqrt(3) * VOXEL_NOISE_SCALE = 8.118988160, plus a 1e-3 scaled-output rounding margin. The radius is measured after the exact WormFrequency, VerticalScale, and WormHorizontalBias transform, so anisotropic Z is included. The cache is thread-local and keyed by generator owner, seed, params/layout fingerprint, tile origin, step, lattice size, and worm parameters; malformed/non-lattice/failed proofs fall through. A proof only suppresses N1 and N2 because N2 is nonnegative; it never changes NetworkMask or density arithmetic.
  • Operator channel metadata (FVoxelOpStack): ChannelReads, ChannelWrites, and IsAdditive are called only when an operator is added to a stack and their values are cached in the stack entry. ValidateChannelOrder is assembly/diagnostic-only; no declaration virtual may enter Eval's per-voxel loop. If FVoxelOpSample gains a field, add its channel bit and update every operator declaration and the validator together.
  • Lateral region lookup/blend (§8.1a): FVoxelStrateRegionPartitionCache::PrepareForChunk builds the bounded jittered-site window and a (CHUNK_SIZE+3)^2 integer query grid once per chunk. Integer voxel samples read that grid; fractional gradient probes use the prepared site window. FLateralRegionBlendOp evaluates one creative stack in a region interior and a second only when the cached gap enters the blend band. The parent appends the four global structural posts once. Do not move VoxelHash site gathering, TArray construction, or region-stack discovery into Eval; the measured band overhead is an explicit Tier 4d budget item.
  • Isolated box proofs (FVoxelBoxHypotheses + FVoxelBoxSdfInterval): the box fold carries the SDF interval produced so far. An SDF-only source publishes only its own interval; a later converter or detail op applies its own state-aware response. Unknown or invalid bounds force the fold toward Mixed: a missed skip costs CPU, while a false uniform verdict removes geometry and collision. Every new SDF writer must implement PropagateSdfOverBox; the default is unknown.
  • VerticalShafts field cache: shaft rolls and connector decisions, including the structural tree and structural-spine connector endpoint, are rebuilt only when the thread-local centre cell or a geometry-affecting parameter changes. Each rebuild rolls a wider direct-indexed geometric halo (stock settings: 9×9 tree-emission cells / 15×15 total roll); it stores/emits only the inner 3×3 shafts and their capsules for the per-voxel loop, while spatial culling selects cached connectors. The complete ±2 parent and ±3 fallback windows plus connector reach are contained by that halo, so no parent decision depends on the evaluation cell. No cell or pair hash, widened neighbourhood scan, or tree construction may move into the per-voxel loop (FShaftFieldSource).
  • Maze field cache: parent/loop decisions are rebuilt only when the thread-local cell, seed, or loop parameters change. The rebuild evaluates the 24 canonical lower-node/axis edges in the local {-1,0}³ window and emits at most 24 capsules; the per-voxel loop performs no hash, parent, loop, or neighbourhood work. The focused audit measured 1.436 μs per forced rebuild and 0.150 μs per hot call in the focused audit; the final namespace run measured 1.130 μs rebuild and 0.145 μs hot on the same machine.
  • Per-chunk param cache in GetDensityAt: GenType + param struct + disturbance cached thread-locally by (DensityCacheOwnerId, ChunkCoord, LayoutVersion); the process-unique owner ID prevents cross-world reuse while adding only one uint64 compare per voxel. Don't remove the owner or layout key, and don't move the fetch/blend back to per-voxel.
  • XY edge seal hot path (§8.2a): WorldRadiusVoxels == 0 returns immediately; otherwise the common interior case is a squared-distance test with no square root. The forcing op receives the two global settings through FVoxelOpContext once per chunk, while ClassifyBox/ClassifyTile share the radial proof. This adds no cache, state, RNG, or clipmap stream, and does not touch the density grid's two-pass MC loop or any existing thread_local cache.
  • Large thread_local caches are lazy (VoxelForgeCoreThreadLocal::FLazy<T>, Standalone/Core/include/VoxelForgeCore/ThreadLocalStorage.h, round Linux4): the per-thread handle is a pointer; the table is heap-allocated on that thread's first use and freed at thread exit. Still worker-private and lock-free. It keeps the static TLS block at ~43 KiB instead of 17.3 MiB (glibc carves static TLS out of each thread's stack, and a Linux server pays it on every thread). New cache tables over a few KiB go through FLazy, never a bare thread_local array.
  • Biome cache (ResolveBiomeSampleAt/FChunkBiomeCache, §8.14): validity is a world-XY BOX + ChunkZ + Seed, NOT a chunk key — same reason as the SDF cache. The cell classification is noise-heavy; a chunk-key would thrash it on gradient-normal / +X/+Y boundary samples. Keep the box halo (≥ CHUNK_SIZE) + cell margin (warp + CellSize) so the 3x3 lookup never misses.
  • Passage cull (§8.8) + morphology two-region (§8.4): both are per-voxel-cost critical.
  • Per-chunk passage shortlist (EvaluateModifierSDF): runs per voxel and is called from every archetype's ApplyPassageCarving. Keeps a thread_local shortlist (passage INDICES) of passages whose bounds reach the current chunk, rebuilt only on chunk change or PassagesVersion bump (incremented in GeneratePassages). Most chunks have NO passage near → instant FLT_MAX return instead of walking the whole Passages array per voxel. Conservative superset (chunk bounding sphere vs passage bound) ⇒ bit-identical carve. Store indices + version, never pointers (the array is rebuilt on RebuildStrates). Landing rooms, connector SDFs, and floor membership reuse this exact cache. The final landing audit measured 0.665 μs per forced rebuild and 0.646 μs per hot call on the validation machine; source-fit queries run only during GeneratePassages.
  • Gen tasks run at UE::Tasks::ETaskPriority::BackgroundNormal (LoadTile): worker gen yields to foreground game/render tasks. Without it, raising MaxConcurrentTasks past the spare-core count saturates the scheduler and starves the frame (the "concurrency > ~12 = stutter" symptom). Keep gen at background priority so the frame keeps its cores.
  • Mesher density grid + margin ring (GenerateMesh): sample each grid point ONCE into a flat (CHUNK_SIZE/Step + 1 + 2)³ array (the +2 is a 1-point MARGIN ring, indices −1..GridDim, for T1.b normals). The cell loop reads 8 corners from it; per-cell sampling would call GetDensityAt ~8× too often. Geometry is bit-identical (edge positions unchanged). Don't refactor back to per-corner GetDensity and don't drop the margin ring (normals + seamless borders need it). The cell loop is two-pass: pass 1 reads the 8 corner densities + builds the MC case index and continues on no-surface cells (≈70% of cells); pass 2 computes the 8 positions + grid-gradients ONLY for surface cells. Don't hoist position/gradient back above the case-index test. The DensityGrid and vertex-dedup TMap are thread_local and reused per worker (Reset / keep capacity) — don't make them per-call locals (re-allocates ~170 KB + a hash map every tile). CAPTURE-DURING-MESHING (sanctioned reuse, doesn't regress the above): GenerateMesh's optional OutCaptureGrid copies the already-filled DensityGrid interior (CHUNK_SIZE³, quantized via VF_QuantizeDensity) out for the density clipmap (mini-sun shadows) — a PURE READ added after the grid loop. It does NOT touch the grid shape, the two-pass loop, the margin ring, or the thread_local reuse. Only level-0 full-res tiles request it (Step==1<<Level, 1:1 with a clipmap level). The clipmap (UVoxelDensityVolume) reuses these bytes instead of re-evaluating GetDensityAt on its own fills — see IngestTileCapture / BlitCaptureToWindow (cache keyed by tile coord) and the chunk-aligned level-0 recenter. The volume fill that captures DON'T cover runs on one dedicated thread (FVoxelDensityFillRunnable, off the UE::Tasks pool — the old shared-pool BackgroundLow fill starved behind mesh-gen, ~10 s to resolve shadows; the dedicated thread fills full-speed without stealing a mesh-gen core) and is the backstop for cache misses (vertical strate gaps, cold start, carves). Captures are bit-identical to a fill of the same cells (same GetDensityAt, same VF_QuantizeDensity).
  • Normals from the density grid (T1.b) (GenerateMesh): corner gradients = central differences on the (margin) grid; edge normals interpolate the two corner gradients by the SAME t as the position → seamless across chunk borders (both sides use identical pure samples). NO per-vertex GetDensityAt (was ~6/vertex, often as costly as the whole grid). ComputeGradientNormal is now unused. Only NORMALS changed vs the old path; geometry is identical. Round 18 memoizes these exact central-difference FVectors in per-worker scratch arrays for the step-1 ShapeWorld path. Validity is reset for each tile; cache hits return the same vector and do not bypass the density grid, halo, or two-pass cell loop. Keep the cache worker-local and exact; do not move gradient probes above the surface-cell test.
  • Core hybrid sharp mesher (M2) (CoreMesherRecipe / MesherRecipe): the property remains opt-in and defaults to MarchingCubesV1; bUseVoxelForgeCore remains separately default-off. V1 preserves the round-3 feature-aware dual-contouring path for repeatability. V2 reuses the existing density grid and MC case/triangle topology, then projects eligible LOD0 edge roots onto exact type-2 plan-box planes with feature-split normals. Only edges whose complete incident-cell ring is inside the tile can snap; border roots and every LOD1+ cell stay MC, with skirts unchanged. The recipe version participates in Core content identity. Do not alter density queries, worker task/epoch handling, thread-local MC grid caches, or LOD0-only collision policy. Keep MarchingCubesV1 and the Core-off legacy path unchanged. V1 measured 5.58–7.11× MC on tagged fixtures; V2 measured at most 1.27× and passed five exact cooked contacts plus the independent same-LOD border check. Keep both recipes opt-in. The standalone stitched-transition suite still has five MC doorway topology failures. Production skirts cover these seams in the static audit view but their strips are visible; the owner should review them at the target camera. Skirts do not make the mesh topologically watertight.
  • Surface column cache (T1.a) (density path: the surface stack's FSurfaceColumnSource memo; ClassifyTile: FSurfaceColumnCache = LRU of FSurfaceColumnBox): the heightfield + sky-cap + biome blend are a PURE function of (XY, seed, strate) — ZERO Z dependence (climate/Voronoi are pure-XY; surface params are per-strate constant under Hard transitions) — yet sampled ~33× per column (once per Z grid-point). Cached per integer XY (box-valid, like the SDF cache) and reused down the column. Keyed by XY box + strate identity + seed (plus layout version / params fingerprint), NOT ChunkZ (the strate identity is derived from StrateBottomWorldZ, taken from the params so it can't disagree with them) and held as a small LRU of 6 boxes so the WHOLE vertical view-distance stack — and XY neighbours the scheduler interleaves — share one another's heavy column noise instead of each recomputing it ~once per vertical chunk (this was the dominant GenerateMesh cost: the same 2D heightfield recomputed per altitude). It also makes pure-air / pure-solid chunks cheap (they hit the shared box). Box Halo = CHUNK_SIZE + 8 each side so the T1.b margin ring stays inside (no thrash). Used ONLY for integer-XY queries; fractional queries compute directly → bit-identical. Don't re-introduce a ChunkZ key, don't feed it fractional coords. (GetSurfaceHeightAt's own OC_* oracle cache is separate and still per-chunk — lower volume, not worth the LRU.)
  • Surface-column construction (field-preserving follow-up): FSurfaceColumn is intentionally a trivial payload. ComputeSurfaceColumn writes all five outputs before publishing Computed, so its default member initialization was never observable; removing that generated TLS leaf avoids constructor work without changing a height or density. Integer queries still read the cached payload, and fractional queries still use the same direct locals.
  • Core shared column cache (L7): Heightfield2D and FloatingIslands keep their FLazy worker-local caches as the first tier. A world-owned, fixed-size four-way table is the second tier, keyed by recipe and plan identity plus content hash, exact XY, and an optional exact sub-domain identity (FloatingIslands uses the island stable ID). Hits read versioned atomic entries without taking a lock; misses take only their set's spin lock, recheck, compute once, and publish. The tables are bounded and die with the world after its tile work has drained. This deliberately adds shared reads on column-cache hits while preserving the no-lock hot-path rule; S14's purely worker-local cache remains the first lookup. Keep large worker-local storage behind FLazy, and do not make cache values or keys depend on engine objects.
  • Sampler unknown-source audit: the earlier plugin-side FSurfaceColumn constructor PCs no longer occur after the trivial-payload change. The largest remaining LOD0 unknown cluster in the final sampler raw CSV is UnrealEditor-Core.dll + RVA 0xC080 (runtime PCs around 0x7FF88382C080), inside the private .pdata function range 0xB4D0–0xC32B; the packaged Core binary has no PDB, so a source function name cannot be recovered here. Smaller unresolved groups map to generated engine reflection/CoreUObject code, not to Plugins\VoxelForge.
  • Collision only at LOD0 (T1.c) (ApplyMeshToChunk): UpdateSectionConfig(..., LOD==0). LOD1/2 chunks are unreachable (the §8.10 reconciliation hot-swaps to LOD0 before the player arrives), so cooking their Chaos collision is waste. Don't force collision on for all LODs.
  • CHUNKED-LOD CLIPMAP — the streaming model (FVoxelTileKey in VoxelTypes.h; UpdateChunksAroundPosition / BuildDesiredTiles / IsTileInClipRange / LoadTile / UnloadTile / ApplyMeshToTile; mesher GenerateMesh(OriginVoxels, Step)). Replaces the fixed-32³-chunk + LOD-step-on-fixed-extent model AND supersedes the old region-batching / strate-Z-clamp / wide-ceiling (all removed). A level-L tile spans CHUNK_SIZE<<L voxels meshed at step 1<<L → constant 32³-cell mesh, ONE component, ONE draw, covering 8^L× the volume. Streaming loads concentric shells (level 0 near, each coarser level a 2× larger shell beyond; inner hole of level L = the region the finer level covers). Total tile count stays ~flat regardless of view distance — that's why see-far (ceiling, horizon) is cheap AND why per-tile components are fine for the game thread (no batching: ~1-2k tiles, not 40k). Load-before- unload cull (no holes, STRICT): out-of-range tiles cull now; in-range LOD-transition tiles cull only once EVERY desired tile overlapping their footprint is loaded — tested as "no UNLOADED desired tile overlaps T" (ReplacementsReady + FootprintsOverlap vs the DesiredPending list, built once per crossing = desired-minus-loaded, usually tiny). Scanning all of DesiredSorted per candidate was an O(loaded×desired) game-thread spike when fast movement turned many tiles non-desired at once. A coarse tile is replaced by several finer tiles, so the old center-owner check (ReplacementLoaded) dropped it as soon as the ONE tile over its centre loaded → the not-yet- ready edges flashed a hole; the full-coverage check keeps the old tile at its current resolution until the better mesh is wholly in, then swaps. In-flight requests are cancelled when their key leaves the desired set: the game thread flips the request token, the worker returns an aborted result, and the queue consumer drops it even if cancellation raced the final enqueue. A result must also match the current generation epoch and desired membership before it can apply. TransitionHold therefore protects only already-applied geometry during a LOD transition; obsolete work never becomes loaded geometry. Collision level-0 only; water level-0 only; shadows off for level≥2. Decorations are NO LONGER tied to tiles — they stream on a fixed world grid by distance (§8.5), so they don't pop on LOD swaps. Settings: VoxelSettings::ClipRadius (full-res near radius, tiles/level), MaxClipLevel (far reach). NEAR-FIELD GEN COST levers (LoadTile): levels < FullResClipLevels mesh at full CHUNK_SIZE cells (≈35³ GetDensityAt incl. margin ring), coarser levels at CoarseTileCells (Step = Extent/Cells) for far-cheaper gen. A level-1 tile at FullResClipLevels=2 costs the SAME gen as a level-0 tile (same cell count, 8× extent) — set FullResClipLevels=1 to drop level 1 to CoarseTileCells (~6× cheaper) when the near field is gen-bound (slightly harder L0→L1 seam, hidden by skirts). ClipRadius bounds the full-res level-0 tile COUNT independently of reach. STRATE CONTENT CUT (StrateContentCutMinLevel, default 0 = all levels — tested: the level 0/1 straddler tiles were the visible mixers, a higher floor read as "no improvement"): a level-L tile is 2^L chunks TALL and can straddle a strate boundary — at coarse Steps the thin seal/gap solid between two strates' airs falls between lattice points (holes into the neighbour strate at far LOD) and one tile mixes both strates' materials. From that level up, GenerateMesh(..., BandZMin/MaxVox) only meshes cells inside the PLAYER's strate chunk-Z band (exact bounds, no margin — the view clamp handles selection; in the inter-strate gap: no band). The band travels on FChunkResult::BandChunkLo/Hi so ApplyMeshToTile clamps its strate/material lookups into the meshed content. On band change (strate transition) the affected loaded coarse tiles re-queue via BandRemeshQueue (budgeted, re-gen in place, no pop). Meshed cells stay bit-identical (§8.4 — same pure world samples; the cut only selects cells). Too-coarse skip (ultra levels): the cut is CELL-granular, so once one cell (Step voxels tall) is taller than the whole band (level ≥7 at CoarseTileCells=16 with typical strate heights), a band-overlapping cell still samples both strates' airs — same holes/mixing as uncut. LoadTile detects Step > band height and emits an EMPTY tile (it could only render garbage); an empty re-gen result also releases the tile's old component in ProcessPendingChunks (otherwise the previous strate's geometry would linger after a band change). Horizon past that point = RENDER DISTANCE (RenderDistanceChunks, default 0 = off): set MaxClipLevel to the coarsest level that still renders strates correctly (one cell must fit inside a strate band), then the OUTERMOST shell keeps generating tiles outward until it covers the requested distance (VF_OuterShell, shared by BuildDesiredTiles and IsTileInClipRange so the cull sees the same horizon; the ring's dz sweep is pre-clamped to the vertical strate band). The ring is made of level-MaxClipLevel MC tiles, so its cost grows with (distance/2^MaxClipLevel)². The far "sheet" ring (heightfield tiles past MaxClipLevel) was dropped by the owner's decision; it no longer exists in the selector or the settings. (A "step cap" variant — raising CoarseTileCells per level so far levels keep a fine Step — was tried and rejected 2026-07-06.) Trade-offs accepted: other strates simply don't render at far LOD (they're sealed/enclosed — invisible except through passage mouths, which read as dark holes); passage tubes crossing the gap are cut at coarse levels only (near levels mesh full).
  • SKIRTS — LOD-seam crack filler (GenerateMesh, after the cell loop; VoxelSettings::bGenerateSkirts
    • SkirtCells, wired onto the mesher at setup). Neighbouring shells mesh at different resolutions so their iso-surfaces don't meet along the shared face → a thin see-through crack. After meshing, every triangle edge whose BOTH endpoints lie on one of the tile's 6 outer boundary planes (exact float compare — MC keeps the face-axis coordinate fixed) is a surface-contour edge on that face; a skirt quad hangs from it INTO the solid along the inverted vertex normals by SkirtCells × Step × VOXEL_SIZE (~one cell, ≥ the gap to a one-level-coarser neighbour). Emitted DOUBLE-SIDED (both windings) so it shows regardless of camera side / material two-sidedness; buried elsewhere → invisible. Adds verts/tris ONLY on boundary contour edges (small). Tune SkirtCells up if cracks persist, down if skirts peek out on convex edges.
  • Delta cull (stamped desired set) (DesiredStamped + DesiredStamp + TransitionHold, BuildDesiredTiles/UpdateChunksAroundPosition): the desired set is a TMap<key, stamp>; each crossing bumps the stamp, upserts the new set, and ONE map sweep yields the leavers (stale stamp — removed + returned). The cull then considers ONLY leavers + TransitionHold (tiles kept by load-before-unload from earlier crossings) instead of re-scanning EVERY loaded tile per crossing — that scan was the measured ~1.6 ms/crossing CullTiles spike (2026-07-05 trace, plus BuildDesiredTiles 0.66 ms on the same frames). Pending requests that become leavers are marked obsolete before replacement submission; ProcessPendingChunks reads the token, drops the aborted result, and does not put it in the hold. ApplyTileResult independently rejects a wrong generation epoch or undesired key. UnloadTile drops hold entries; the settled cull (everything loaded) keeps its full scan as the safety net. DesiredPending for the overlap test is now built LAZILY (only when an in-range transition candidate exists). The hold is re-evaluated on a ROTATING BUDGET (TransitionHoldQueue + cursor, ~256 tiles/crossing): re-scanning the whole hold each crossing degenerates back to the O(loaded) scan whenever streaming never settles (measured 2.47 ms/crossing in the first packaged capture) — keeping a tile a few crossings longer is always hole-safe, and every held tile passes under the cursor within a few crossings. The SET is authoritative membership; the queue may hold stale keys (lazily dropped on scan). Same hole-free semantics, O(delta + budget) per crossing.
  • Budgeted teardown (PendingUnload + ProcessUnloadQueue, called from Tick after the apply drain; VoxelSettings::MaxUnloadsPerFrame): the cull APPROVES removals (strict load-before-unload) but doesn't destroy in place — it queues them. ProcessUnloadQueue runs at most MaxUnloadsPerFrame UnloadTiles/frame (scaled up to 4× with backlog, capped so a huge backlog can't re-spike). WHY: a fast traversal culls a whole shell's worth of tiles in ONE frame, and each UnloadTile strips and parks its component (T2.c pool) — an unbudgeted burst = a game-thread spike ("stuff torn down behind you" at speed). Mesh APPLIES were already budgeted; this matches it for DESTROYS. Re-desired tiles are cancelled out of the queue (still loaded → no reload). PendingUnload is cleared in RegenerateAllChunks/EndPlay (tiles already gone).
  • Collision only at LEVEL 0 (ApplyMeshToTile): UpdateSectionConfig(..., Tile.Level==0). Far tiles are unreachable; cooking their Chaos collision is waste. (Was T1.c, now per-tile-level.)
  • No shadows on far tiles (draw cut) (ApplyMeshToTile): SetCastShadow(Tile.Level <= 1). Each shadow-casting tile emits a second shadow-pass draw; the far coarse tiles don't need it. NOTE: fps is RENDER-side (draws ≈ visible tile count × passes); generation cost (workers) and tile resolution (cuts triangles, not draws/components) don't move the game thread — tile COUNT does (hence the clipmap).
  • ⛔ 2026-09-13: streaming no longer calls ClassifyTile by default (voxel.OuterClassifierMode = 0; =1 restores it as an A/B instrument). Measured on the headless game path with nested refinement off, the classifier plus its exact validation cost more than they saved. Mode 0 had ready p95 182 vs 190-195 ms, generation p95 125-127 vs 139-141 ms, and 18% fewer density calls, with 841/841 tiles triangle-identical (Docs/archive/WORK-NEXT.md). Proving a 33³ core uniform costs almost as much as meshing 35³. The history below explains why it existed. Its soundness tests still guard it.
  • Trivial-empty tile reject (T1.d) — v2 SHIPPED (2026-07-05); v1 was reverted 2026-06-26. UVoxelGenerator::ClassifyTile(Origin, Step, Cells) runs on the gen worker BEFORE the density pre-sample (LoadTile task, scope VoxelForge_ClassifyTile); AllSolid/AllAir ⇒ GenerateMesh is skipped and the tile stays bEmpty. Motivation: the 2026-07-05 Insights trace showed 84 % of GenerateMesh calls produced empty tiles (83 925 gens vs 13 227 meshes — ~500 s of 617 s worker CPU wasted) and gen throughput had become the felt gameplay limit ("standing waiting for generation"). Why v1 failed & how v2 avoids it: v1 used a GLOBAL analytic ceiling bound — not conservative when the cap hangs low (CeilingRoughness/RidgeStrength) → holes in the roof. v2 makes NO amplitude guesses: it evaluates ComputeSurfaceColumn (cached per thread in GSurfColCache) — the column the surface stack's height operators reproduce (ground height pinned bit for bit by VoxelForge.OpStack.SurfaceHeightEquivalence) — on the exact lattice the mesher would sample (margin ring included) — same inputs ⇒ the same floats ⇒ the verdict is exact at the lattice, not an estimate. Per-z rules: gap chunk = solid; surface seal band (ApplyBoundarySeal inequalities, BaseDensity>0) = solid; surface interior z: air ⇔ TerrainZ ≤ z ≤ CeilSurf (MC D ≥ 0); ANY other archetype / out-of-layout chunkZ ⇒ Mixed (cave interiors are not provable in v1 of this classifier — a future extension could use "SDF cache empty + worm network mask" for deep TunnelNetwork rock). Conservative guards (anything that can carve/fill): player mods (HasAnyModInChunkRange) ⇒ Mixed; passages (AnyPassageNearBox, bounding spheres + carve blend pad) and the (0,0) spine (circle/box XY) kill AllSolid; disturbance chasms kill AllSolid, bridges/ridges kill AllAir. The global XY edge proof runs first and returns AllSolid for a box entirely in the forced band; the same force is the final generated post after disturbances, so a near-rim passage cannot invalidate that verdict. Every other uncertain case remains Mixed. A false Mixed only costs CPU; the code must NEVER emit a false AllSolid/AllAir (that's a hole). Capture tiles (bWantCapture, density-volume shadow window) always generate — the volume wants the grid even for uniform cells. A sparse ~5×5 column pre-pass exits Mixed fast on surface-crossing tiles; the columns stay warm in GSurfColCache for the full pass and for neighbouring tiles.
  • Worker-built StreamSet (T1.f) (BuildTileStreamSet, LoadTile task → FChunkResult::Streams): the RMC vertex/index buffers (FRealtimeMeshStreamSet) are built ON THE GEN WORKER, not on the game thread. The per-vertex builder loop was the dominant game-thread streaming cost (measured: game thread >6 ms while moving, GPU/Draw idle — purely game-bound). BuildTileStreamSet touches ONLY the POD FVoxelMeshData arrays (no UObject, no generator) so it's worker-safe; ApplyMeshToTile now only resolves material/ceiling (O(1)), gets/creates the component, and hands the finished streams to CreateSectionGroup(MoveTemp(...)) (which already uploads async via its TFuture). FChunkResult carries the streams as a TSharedPtr (forward-declared in the header) so it stays movable through the MPSC queue; the worker Enqueue(MoveTemp(Result)) (no payload copy). Don't move the builder loop back onto the game thread. Geometry is byte-identical — only WHERE it's built changed. Empty/all-air tiles carry no streams (bEmpty) → no component. NOTE: RMC collision is already async-cooked (bUseAsyncCook=true), so level-0 collision (T1.c) is NOT a game-thread spike. Remaining per-apply game cost is NewObject+RegisterComponent for new tiles → component pooling (T2.c) is the next lever IF a trace still shows ApplyMeshToChunk cost.
  • Insights scopes VoxelForge_GenerateMesh / VoxelForge_BuildStreams (worker) / VoxelForge_ApplyMeshToChunk (game-thread apply, Perf 0) bracket the worker gen + stream build + game-thread upload — capture a trace to see if we're density-, build-, or upload-bound.
  • Float SIMD noise core (T2.a) (Public/VoxelNoise.h): the density hot path uses VoxelNoise::Perlin3D (single-sample, float, table-free hash-gradient) and VoxelNoise::FBM / Ridged (octaves evaluated 4-wide via SSE Perlin3D_x4) — NOT FMath::PerlinNoise3D (double-precision, the old ~6.6 ms/chunk noise cost). FractalNoise3D / RidgedNoise3D in VoxelGenerator.cpp are now thin wrappers over it; every call site is unchanged. It's a DIFFERENT noise field than FMath's ⇒ a ONE-TIME world re-tune (fBm/Ridged contracts/[-1,1] are identical). Pure function of (x,y,z) ⇒ every box-validity cache stays valid. Scalar Perlin3D and SSE Perlin3D_x4 are op-for-op identical (bit-identical on x86) — the SIMD path is a free speedup; #define VF_NOISE_USE_SIMD 0 falls back to scalar with no re-tune if a toolchain rejects the SSE4.1 intrinsics. StrateManager's passage/transition Perlin calls were left on FMath (layout-time, not per-voxel). Don't reintroduce FMath::PerlinNoise3D on the density path.
  • LOD-aware octave drop (T2.b, opt-in) (VoxelGenLOD in VoxelGenerator.h, guard in GenerateMesh): coarse tiles (Step>1) drop Settings->LODOctaveDrop × log2(Step) octaves from the generator's PER-VOXEL volumetric noise via a thread_local bias — sub-cell octaves can't shape a coarse isosurface. Default 0 = off = byte-identical; LOD0 is never biased. The bias is TGuardValue-scoped to the tile, so deco snapping / density-volume fill / game-thread queries always see 0. Deliberately NOT applied to XY-field noise (heightfield, ceiling, relief, moisture): those feed box-validated caches that outlive a tile task on the same thread, and climate/biome must stay LOD-independent. Keep any new per-voxel fractal call site on VoxelGenLOD::Eff(N) and any new cached-field call site OFF it.
  • Tile component pool (T2.c) (TileComponentPool + Acquire/ReleaseTileComponent, VoxelWorld): unloading parks the tile's RMC component (geometry+collision stripped via RemoveSectionGroup, hidden, still registered) instead of DestroyComponent; applies pop from the pool instead of NewObject+RegisterComponent. Also: ApplyMeshToTile now reuses the component's existing URealtimeMesh (GetRealtimeMeshAs) — InitializeRealtimeMesh allocates a NEW mesh object every call, so calling it per apply (the old code) orphaned one UObject per re-mesh to the GC. A parked component MUST have its section group removed (hidden ≠ collision off) — don't "optimize" that away. Pool is bounded (MaxPooledTileComponents); overflow is destroyed for real.
  • ProcessQueue MUST be EQueueMode::Mpsc (VoxelWorld.h): up to MaxConcurrentTasks ChunkGen worker threads Enqueue concurrently; the game thread is the sole consumer. The default Spsc is single-producer — concurrent enqueues race the tail link and silently DROP results, leaking PendingChunkCoord slots until the budget is exhausted and streaming stalls for good (intermittent; worst during the completion bursts right after the player moves).

8.11 Live tuning & debug (AVoxelWorld, CallInEditor / PIE)

  • RebuildStrates — re-reads ALL of VoxelSettings and rebuilds layout/gap/passages/spine + regenerates. Use after changing those (plain RegenerateAllChunks keeps the old layout/passages).
  • ApplyComposerCandidate — editor-only PIE walk-through for one offline candidate. Set ComposerSeed, ComposerCandidateIndex, ComposerTargetStrateIndex (0 = topmost), and bComposerRollStructure in Live Edit|Composer, then click Apply Composer Candidate. It uses the shared composer roll, overlays density on the existing slot, pauses/drains workers, bumps the manager version, and reuses RegenerateAllChunks for the epoch/re-stream. It does not rebuild passages or change the authoritative Settings->Seed; RebuildStrates removes the overlay. The action logs recipe, archetype, air/largest-component/walkable/feature metrics, and an eight-point bit-level density verdict. The button itself still requires owner verification in PIE.
  • ValidateDeterminism (F2) — one-click §8.4 regression test: samples chunk-boundary points under two different thread_local cache alignments (left-chunk warm vs right-chunk warm) + a repeat pass; every delta must be EXACTLY 0. Run it after any hot-path refactor that claims bit-identity (~1 s, game thread, PIE).
  • bDebugDrawPassages — draws every passage (cyan path, green=upper / red=lower endpoints).
  • EditorCarveSphere/EditorFillSphere + EditorBrush* props — manual carve/fill in PIE.

8.12 Authoring a strate (data asset)

  1. Create UVoxelStrateDefinition, pick GeneratorType → its param group appears; tune it.
  2. PassageConfig → how THIS strate connects DOWN (count / style / tapered width / length / placement).
  3. Disturbances for chasms/bridges/ridges; bHasWater+WaterMaterial(+WaterLevelRelative) for water.
  4. Atmosphere: FogColor/Density, AmbientLight*, bVolumetricFog, or a full AtmosphereActor BP; CeilingLayerActor/FloorLayerActor (+offsets/rotations) for cloud seas.
  5. Decorations/AmbientActors (placement rules) for content + lights.
  6. (Optional) Biomes[] + BiomeMapParams to vary terrain/content within the strate (§8.14). Author UVoxelBiomeDefinition assets (climate box + modulation + content), then tune layout with AVoxelWorld::BakeBiomePreview. Turn ReliefStrength down when biomes drive elevation.
  7. Reference from VoxelSettings (StratePool/FixedStrates). Global knobs there: OriginSpineRadius, bOpenSurfaceEntry, InterStrateGapChunks, view distances, LOD, carving budget.

8.13 New files this redesign

Public/Private/VoxelContentManager.h/.cpp (§8.5) · Public/Private/VoxelAtmosphereManager.h/.cpp (§8.6) · Public/VoxelBiomeTypes.h + Public/VoxelBiomeDefinition.h/Private/VoxelBiomeDefinition.cpp (§8.14). Everything else extended existing files: VoxelStrateTypes.h (archetype params, disturbance, FStratePassageConfig, enums), VoxelStrateDefinition.h, VoxelGenerator.h/.cpp (archetype density fns + spine/disturbance/param-cache), VoxelStrateManager.h/.cpp (per-archetype getters, passages, gap, atmosphere Z helper), VoxelWorld.h/.cpp (managers, streaming perf, brush API, editor buttons), VoxelDiffLayer.h/.cpp (brush shapes), VoxelSettings.h, VoxelCaveMorphology.cpp (two-region determinism). Status: compiles & runs in-editor.

8.14 Biome system (Stage 1 — climate-driven, full-param overrides)

Biomes vary terrain and content WITHIN a strate. A biome is a "mini-strate-variant": it can carry a FULL archetype param override (its own FSurfaceGenerationParams, …) plus a content profile, placed by a deterministic, window-invariant world-XY field. Empty Biomes[] ⇒ bit-identical to the pre-biome world. (Replaces the earlier FBiomeModulation scalar bag — full params let a biome change anything, e.g. frequencies, which scalar multipliers couldn't.)

  • Assets/data. UVoxelBiomeDefinition (one per biome): DebugColor, climate box (relief, moisture), bOverrideTerrain + GeneratorType + the matching archetype param struct (Surface wired), content profile (decorations/atmosphere/water). + UVoxelStrateDefinition::Biomes[] & BiomeMapParams. Types in VoxelBiomeTypes.h (§3.8).
  • The field (pure XY, window-invariant — §8.4). SampleBiomeAt (VoxelGenerator.cpp): warped Voronoi over a jittered grid → dominant cell + nearest neighbour (F1/F2) + border blend weight. Each cell's biome is chosen by ClassifyBiomeAtSite from the site's climate = SampleRelief (the relief map M, shared with SurfaceWorld terrain) + SampleMoisture, matched against each biome's (relief, moisture) box → coherent geography. Climate must vary much slower than CellSize (~4-6 cells/feature) or it's salt-and-pepper.
  • Per-chunk resolution (perf — §8.10). ResolveBiomeSampleAt/RebuildBiomeGrid build a FChunkBiomeCache: the expensive cell classification is done ONCE into a small grid; per voxel only a warp + 3x3 lookup, returning FBiomeSample (dominant + neighbour + weight). Cache validity is a world-XY BOX + ChunkZ + Seed (NOT a chunk key) — gradient-normal + boundary samples stay inside the box and don't thrash the noise-heavy rebuild (same as the SDF cache). Bit-identical to SampleBiomeAt, so the baked preview matches the terrain. GetBiomeContextForChunk supplies the flattened POD context per chunk (thread-local CP_BiomeCtx).
  • Consumption — SURFACE (output-blend). Per chunk, CP_SurfaceBiomeParams[] holds each biome's resolved surface params (its override when bOverrideTerrain + GeneratorType matches, else the strate's) with structural fields forced from the strate (Z bounds, seal, base density, water level). Per voxel: ResolveBiomeSampleAt → dominant PD (+ neighbour PN); the surface stack's biome-blend height source (and ComputeSurfaceColumn) computes the terrain height for PD and, in the border band, for PN, and lerps the resulting HEIGHTS. Blending heights (not params) is seamless across any difference (frequencies included) — what per-param blend never could. PD==PN, weight 0 ⇒ bit-identical, no biomes.
  • Consumption — CAVES: structural overrides are NOT applied (determinism). Rooms/tunnels are decided over a wide COLLECT region spanning chunks (§8.4); making room params vary by region would need the biome sampled per room site inside BuildChunkCache, or it breaks window-invariance (a room near a border resolves differently per querying chunk → seams/holes). So SDF archetypes (Tunnel/Maze/Shaft/Islands) keep strate-level structure; biomes affect them via content + atmosphere only (below). Per-room-site biome params = a future deep task.
  • Consumption (content/atmosphere). ContentManager DECORATIONS resolve the biome per column on the worker (ResolveBiomeSampleAt, box-cached) → organic borders (§8.5); a column rolls only its biome's decorations (else the strate's). GetDominantBiomeAt(x,y,chunkZ) (game-thread, uncached) → biome ASSET is still used for the cheaper single-point picks: ContentManager water material + AtmosphereManager player dominant biome fog/sky (bOverrideAtmosphere). Works for ANY archetype. Water LEVEL stays strate-global (continuous plane); biomes retint material only.
  • Preview tool. AVoxelWorld::BakeBiomePreview() (CallInEditor) bakes biome / relief / moisture to Saved/BiomePreview.png via a transient generator (no PIE). Needs the ImageWrapper module.
  • Status: A (field+asset+preview), B (terrain), C (content/atmosphere) verified in-editor. Full-param redesign (surface output-blend) ✅ BUILT & WORKING (ticked 2026-07-27). Cave structural biomes deferred (determinism, see above). Per-voxel biome warp (+2 Perlin) & content GetDominantBiomeAt are future T1.a column-cache candidates.

8.15 Biome material identity — vertex-colour palette (F6, Stage 1)

A biome re-skins the terrain SURFACE (not just content/atmosphere) through a single master material, with NO extra draw calls / material slots and NO per-tile material swap (which would seam at tile borders). The biome's MaterialPaletteIndex (0-255) is baked into the mesh vertex colour and a master triplanar material switches/blends its layers on it. Works for ANY archetype (it rides the generic biome field), not just SurfaceWorld. Empty Biomes[] ⇒ all-zero colour ⇒ bit-identical look.

  • Vertex-colour layout (FVoxelMeshData::Colors, packed in UVoxelMarchingCubesMesher::GenerateMesh GetOrCreateVertex): R = dominant biome MaterialPaletteIndex; G = slope (1-|N.z|: 0 flat floor/ceiling, 1 vertical wall — for rock-on-cliffs); B = biome border blend weight (0 deep in a cell → ~0.5 at the border); A = NEIGHBOUR biome MaterialPaletteIndex. The master material does lerp(layer[R], layer[A], B) for a seamless cross-fade along the biome field's own border (B peaks at ~0.5 = 50/50 at the border; the identities swap across it, so 50/50 both sides ⇒ no discontinuity — do NOT rescale B to reach 1.0 or the swap becomes a hard seam). Height/snow-line is derived in-material from WorldPosition.Z (no channel needed). Skirt verts inherit their source vertex's colour (AddSkirtVert takes the colour) so the Colors array stays parallel.
  • Data path. UVoxelBiomeDefinition::MaterialPaletteIndex → FBiomeResolved::MaterialPaletteIndex (set in StrateManager::GetBiomeContextForChunk) → UVoxelGenerator::GetBiomeMaterialAt(x,y,z → dominant/neighbour palette + weight). That method mirrors GetDensityAt's biome caching: a thread_local per-chunk FBiomeContext + box-validated FChunkBiomeCache, so the noise-heavy classify is reused across a tile's vertices. Resolved per UNIQUE vertex (after dedup), not per triangle corner. Window-invariant (ResolveBiomeSampleAt, bit-identical to SampleBiomeAt).
  • Apply. AVoxelWorld::ApplyMeshToTile calls Builder.EnableColors() + Vertex.SetColor(...). The terrain material slot is still strate OverrideMaterial / Settings->VoxelMaterial — author THAT as the master palette material. No biome terrain-material asset field (palette index is the contract).
  • Perf. Free where a strate has no biomes (GetBiomeMaterialAt early-outs to palette 0). Otherwise one biome resolve per unique vertex, bounded by the per-chunk biome cache (don't feed it a chunk key — keep the box validity, §8.10). Coarse far tiles have few vertices.
  • Status: C++ ✅ BUILT & WORKING (ticked 2026-07-27). The master material graph is still editor-side work and is deliberately NOT ticked — that half is Jahni's, not the code's.

8.16 Explorer commandlet — one authoritative field, one sampled grid, three consumers

-run=VoxelForgeExplore lives in the separate VoxelForgeEditor module, so the commandlet and its PNG/JSON/OBJ writers are editor/commandlet-only and cannot enter a Game or Shipping link. It creates only transient settings, definitions, manager, generator, diff layer, and mesher objects; no authored asset, live manager, generator, or diff layer is mutated. The transient world keeps WorldRadiusVoxels=0 and InterStrateGapChunks=0, preserving the lateral-region gate.

  • Render. Render obtains the player-fit seed/mask from the shared measurement pass, then calls the canonical UVoxelMarchingCubesMesher once per 32³ tile for the bounded region. The aggregate mesh is merged in fixed Z/Y/X tile order, indexed into a deterministic CPU BVH, and rasterised from eight player-fit viewpoints with a depth buffer and fixed Lambert lights. The per-pixel path never calls GetDensityAt; -renderstep and the old bisection fields remain only as compatibility metadata. Each view overlays a projected 1.76 m human-height marker and the JSON records mesh, acceleration, per-view raster timings, and marker projection status.

  • Walk. VF_MeasurePlayerFitWalkWithSampler builds the existing step-1 capsule/floor-fit stencil and captures that exact sampled grid plus player-fit mask for the run. It uses the same six-neighbour/full-resolution route gate as the existing diagnostics. Its deterministic depth-first agent walk counts metres travelled (including branch backtracking), dead ends per 100 m, the arrival component's reachable fit volume, and traversed edges touching a narrow-gap proxy below 1.5× the 0.68 m capsule width. The proxy is explicitly axis-aligned air span; it is not a second player-fit or movement definition. The explorer passes the shared measurement MaxCells refusal at a 32,000,000-cell default cap, with a conservative 20-byte/cell estimate against a documented 768 MiB working-memory budget. Reachable fit volume is explicitly the bounded fitted route window because WorldRadiusVoxels=0 deliberately has no finite whole-world volume.

  • Export. UVoxelMarchingCubesMesher::GenerateMesh is still the only mesher. Because that canonical entry point deliberately clamps one call to a 32³ tile, a 128³ request is four-by-four- by-four canonical calls. Their returned vertices/triangles are merged once and the same aggregate is consumed by both OBJ export and render; no second mesher or density evaluator exists. Export reuses the walk's grid hand-off when a walk/render mode is present. The bounded result is metre-space OBJ with source winding, voxel-space UVs, normals, and a manifest containing seed, archetype, slot, bounds, and player dimensions. Tile skirts are disabled at the export boundary because they are a render seam aid that would extend beyond the manifest box. A conservative preflight cap is checked before the canonical mesher is called.

  • Budget. The default wall-clock budget is 25 minutes; -budget= may lower or raise it up to a hard 30-minute maximum. Setup, sampling, meshing, acceleration, rasterisation, and export check the budget and report truncated, truncated_during, and completed_modes while retaining any completed artifacts.

The report and export manifest use fixed-order writers and serialize twice in-process to assert the deterministic contract. The fixed tile merge, BVH ordering, and raster traversal are deterministic; timings are intentionally diagnostic metadata and do not affect world or image content. The browser viewer remains a separate display-only consumer: it must load this OBJ/manifest and never evaluate density or generate geometry.

8.17 Standalone Core in Unreal — integration round 2

Status (2026-10-08): AVoxelWorld::bUseVoxelForgeCore now selects a Core runtime route and is false by default. Core mode has independent CoreClipRadius=3 and CoreMaxClipLevel=8 properties; it does not read or write the older clip properties or owner assets. BuildHost UBT and the Core link symbol audit pass. A headless BuildHost actor proof matches all initial tile hashes against standalone Core, checks collision readiness against the expected non-empty level-0 tiles, moves a streaming anchor, and applies a transaction edit. The current-plugin switch-off baseline is the narrow VoxelForge.Determinism.CrossPlatformDigest; it passes but does not spawn an actor with the switch false, so it is a legacy-generator baseline rather than an actor-level A/B proof.

The game-thread asset adapter emits the immutable schema-v1 input and resolves it through ResolvedWorldSnapshot::FromJson; Core workers receive no UObjects. The Core route asks World::desiredTiles and prioritizeTiles, compiles and generates through Unreal tasks, and carries the generation Epoch through MPSC results. The shared payload builder, RealtimeMesh upload, and collision cook remain the final path. Workers observe bShuttingDown, and EndPlay drains active tasks. Preserve §8.10 streaming, cancellation, epoch, collision-handoff, and per-frame-budget rules.

Core Vec3d positions and tile keys are in voxel space, one voxel is 25 cm, and Core mesh vertex positions are already in centimetres. The bridge copies those mesh positions directly; player, anchor, query, and edit inputs convert world centimetres using the Core scale. High-level brushes that historically express dimensions and density strength in the plugin's 12.5 cm voxels scale radius, extent, falloff, and strength by 12.5/25 to preserve their physical effect. The low-level ApplyModification path expects active voxel units. Tile keys remain Core keys; only legacy material lookup maps Core tile spans into the existing strate chunk layout.

Carving drains in-flight Core calls, applies an increasing-sequence applyEditTransaction, advances the epoch, and regenerates the returned affected keys. This leaves a transaction boundary for later replication; no transport is implemented. Existing streaming anchors are included in Core desired tiles; the BuildHost shift check covers CollisionOnly. FullVisual is wired through the same anchor reconciliation but has not had an independent headless assertion. The owner-editor visual and physical play check remains the hand-off step. See Standalone/UNREAL_INTEGRATION_REPORT.md for evidence, known limits, and instructions.

8.18 Core world correction and biome gap — integration round 3

Status (2026-10-08): the owner confirmed that Core runs in his game. His first visual review found two shape-world defects and two suspected streaming/feature defects. The finite origin room and its floor now follow the owner layout; the synthetic 256-voxel entry bore was removed, and invalid passage descriptors no longer create micro-landings. This is an intentional Core world-version change. The standalone viewer's old hashes are not compatible with this corrected field; the new BuildHost initial clipmap hashes match at W1/W8/W16: density=a8bcb72d41092503, mesh=90f29ba15e24579f, payload=82c6b489e7bb7fd7, topology=7b99448a1f844f2c.

The BuildHost actor proof now travels to the B-side landing and the surface strate. At each position, the desired visual tile-key set is complete, tile payload hashes match standalone Core, and adjacent same-LOD and transition faces have full coverage. Fine tiles compiled around the travelled player (960 at B and 640 at the surface position). The surface actor phase had extra stale/support keys in its loaded collection, so the check filters collision-only support and asserts the exact 2,553-key visual set; it does not claim every collision-support compile had quiesced. Null rendering still means this is streaming/payload evidence, not an Unreal screenshot.

GetBiomeAtWorldLocation now queries the copied owner biome evaluator in Core mode at the legacy 12.5 cm query scale expected by that evaluator. It returns biome identity/data for the surface sample (Biome_Surface_Plain, index 2); this query does not add biome-driven terrain or decorations to the Core shape field. A full biome surface remains a separate feature. Recommended next design: make strate evaluation explicit in the resolved Core snapshot, with a deterministic SurfaceWorld path that consumes resolved biome/height parameters and uses fixed-order noise plus per-column caching. This is a medium-to-large port with controllable per-voxel cost and straightforward worker determinism. Routing SurfaceWorld through the copied legacy evaluator is a smaller fidelity bridge, but it duplicates the field boundary, costs roughly the legacy evaluation per sample, and inherits more float/platform constraints; keep it as a temporary compatibility route only if exact behavior is required before the port. See the round-3 table in the integration report for per-defect evidence.

Round 4 supersedes the SurfaceWorld status above: Core now has the temporary legacy density bridge described in §8.19. The native evaluator, water presentation, and other archetypes remain open work.

8.19 SurfaceWorld bridge and all-strate coverage — integration round 4

Status (2026-10-08): the copied owner evaluator is now called inside Core for samples whose resolved strate type is SurfaceWorld. The bridge covers Core density entry points used by the marching-cubes path: analytic, lattice, unclamped, and packed-run sampling. SurfaceWorld boxes fail closed as Mixed in the primitive-only box classifier so it cannot skip the biome heightfield. Core edit brushes are applied after the owner density result. The reader also retains SlabParams, MazeParams, VerticalShaftParams, and FloatingIslandParams in the standalone snapshot.

The owner/Core comparator found identical density hashes at LOD0–LOD3 in the matched-camera SurfaceWorld matrix and on a 686,000-sample full-resolution surface patch. At LOD0 the measured symmetric sampled surface distance was 0.0767 m mean / 1.0117 m max; at LOD2 it was 0.1737 m mean / 5.264 m max with 63 unmatched sampled vertices. The viewer captures still show a visible mesh or presentation difference. Core does not emit the legacy water plane, biome material palette, decorations, or atmosphere from this density bridge.

The bridge is deterministic across the tested BuildHost W1/W8/W16 worker counts. It is intentionally not a platform-independent arithmetic port: it inherits the copied evaluator's float behavior. Its cost is substantial. A matched CPU viewer run with 1,294 tiles through LOD8 took 23.085 s wall and 180.562 worker-seconds in Core, versus 23.914 s and 188.705 worker-seconds in the owner route. The Step29 Core baseline without this route took 0.785 s, but omitted the surface. Use the bridge as a fidelity fallback while a native heightfield with fixed-order noise and per-column biome/height caching is developed.

The probe table in the integration report covers all eight generator types, five passage types, four passage styles, and three transitions. These are the round-4 recommendations; the SurfaceWorld row is superseded by §8.20:

Field Recommended Core route Reason and current gap
TunnelNetwork Keep the native primitive representation; add missing density operators as measured. Existing rooms, tunnels, and passage chains work, but the 16-tile probe still changed 2.17% of signs and had a 1.01 m mean sampled surface distance.
FlatPlain and CrystalChamber Native slab operator using the already copied slab parameters. Floor, ceiling, columns, and crystal ceiling are a distinct low-cost structure; generic cave primitives do not express them.
Maze Native deterministic cell graph and corridor field using FMazeGenerationParams. The legacy topology is seed-stable and compact; current generic caves changed 13.34% of signs and had a 5.92 m maximum sampled surface distance.
SurfaceWorld Keep the exact bridge as the Unreal runtime path until the standalone native evaluator is integrated and owner-reviewed. The native fixed-scale heightfield, route plan and field sweep now exist in Standalone/Core; the plugin season/hash path and in-game review remain open. The bridge still lacks render-side water and biome materials.
VerticalShafts Native deterministic shaft/ledge field; use legacy fallback only as a short compatibility step. Generic cave shapes produced no matching surface in the probe and failed the passage-centerline audit.
FloatingIslands Native island SDF with deterministic placement and smooth unions. The current probe changed 95.75% of signs; an island layout is sparse and does not map well to room/tunnel primitives.
Underwater Reuse native TunnelNetwork geometry and add an explicit water render payload. The density field can reuse cave geometry; water material/plane is separate from signed density and remains absent.
Passage types and styles Keep the generated control-point chains, but preserve each type's radius/floor contract and assert walkability. The broad chain is already available. Worm and Cascading have solid centerline samples in the current Core audit.
Strate transitions Implement the three boundary functions in the Core layer field. Gradient, Hard, and Interleaved produced different owner hashes but the same Core hash in the probe.

The copied evaluator remains a compatibility route when exact density is required and no reviewed native manifest is attached. For low-cost discrete fields such as slabs, mazes, shafts, and islands, native support keeps the worker path explicit and avoids charging every sample for a second field implementation. BuildHost verifies the opt-in Unreal route and its 25 cm Core scale; it does not certify the missing archetypes.

Standalone SurfaceWorld M1 progress (2026-10-09): WorldAssemblyManifest evaluator 4 now serializes a finite-strate surface route with stable waypoint IDs, a 0.34 m × 1.76 m player capsule, a 15° grade limit and underfoot support constraints. The final composed field must pass a capsule sweep before a route candidate is accepted. Cliff shelves carry a two-Core-voxel minimum thickness. The route law applies to generation and automatic changes; player carve/fill edits remain unrestricted. At the end of round 4 this was standalone evidence, not yet connected to the settings/content-hash path. Round 5 connects the reviewed manifest to UVoxelSettings; see §8.20. The owner still needs to build and review it in his game.

The round-4 horizon audit traced the false low slab to the LOD8 three-dimensional marching-cubes cap surface sampled on a 256-voxel lattice; the Core mesh's cap classification also consulted the legacy owner height oracle. LOD8 now samples the planned cap directly as a 2D heightfield on a 128-voxel grid, clips cells at the ground and tile-Z limits, and keeps existing ceiling seam skirts. This preserves a closed cap surface rather than deleting its index run. The viewer defaults to a 60 FPS ceiling and accepts --frame-limit=1..60, including while its window is occluded. See Standalone/ASSEMBLER_M1_REPORT.md for the matched up-and-out captures, cap tile counts, determinism hashes, route sweep and query/collision readiness split.

8.20 Native SurfaceWorld manifest in Unreal — integration round 5

UVoxelSettings now owns optional canonical world-assembly JSON plus its Core digest. In the editor, SourceWorldAssemblyManifestJson selects the reviewed JSON and ImportWorldAssemblyManifestJson validates, canonicalizes and stores it in the cooked settings asset. Import rejects a recipe seed that differs from the effective settings seed. GetCurrentSeasonContentHash() includes the assembly digest only when bUseVoxelForgeCore is enabled; with Core disabled, it returns the existing season hash before reading optional assembly data. That keeps the legacy world identity stable on switch-off.

During Core initialization, FVoxelForgeCoreAdapter validates the manifest seed and requires each planned stratum to match exactly one resolved SurfaceWorld slot by stratum index and top/bottom chunk bounds. It inserts the canonical manifest and hash into the Core snapshot before the snapshot is moved to Core. A missing manifest leaves the existing cave-only Core layout untouched; malformed, wrong-seed, unmatched, duplicate or incomplete plans fail initialization. Core workers still receive only the immutable resolved snapshot, not UObjects.

Core mesh/collision ordering has one SurfaceWorld-specific guard: a collision-support tile requested outside the current desired set is promoted into the next desired rebuild, then deferred until Core region compilation admits it. This prevents an early isolated support job from racing the native region compile and publishing a tile whose hash differs from the standalone region snapshot. The existing Epoch and MPSC result paths remain in force, and collision bodies are cooked by Unreal's RealtimeMesh/Chaos route on the game side.

BuildHost passed the reviewed manifest 8933693d9560ba9f (recipe c37de78b759c0a4c, plan 1ca84619c8600ee5) with W1/W8/W16 determinism, cave streaming, anchor movement and carve. At the surface travel point (37,165,-2011) Core voxels, 2,553 expected visual hashes matched independent standalone Core output; the check covered 573 local tiles, 3,438 adjacent faces and 432 LOD transitions. Collision expectations covered 125 near tiles: all 36 non-empty cases had cooked bodies and all 89 empty cases had none. The native field sampler visited 4,096 points over 3,200 voxels and found three biome IDs. The complete pass log is under Saved/BuildHost/HostProject/Plugins/VoxelForge/Saved/CoreWorldValidation/Logs/.

The switch-off audit was a source-level branch/hash review, not a flag-off actor replay. It confirms the legacy generation branch and previous content hash remain unchanged when bUseVoxelForgeCore is false. Same-session BuildHost timing on the same 2,553 keys with hashes enabled was 96.816887 s native versus 197.346153 s through the legacy bridge, including region compilation (2.038× native speedup). This is serial headless tile generation. The final actor rerun passed in 9m20s with a 3.61 GiB peak sampled private working set. The approximately 1.57 s full-view aim is still unmet: the last matched 529-tile LOD8 stream took 4.446 s. No viewer benchmark ran in round 5.

The owner handoff sets the manifest on the existing DA_Settings asset (seed 0), saves it, and enables AVoxelWorld::bUseVoxelForgeCore. Coordinates and expected surface/coast/cliff/cap views are in Standalone/ASSEMBLER_M1_REPORT.md. BuildHost does not replace the owner's project build or visual walk; cap lighting and the pointed native ridge peaks remain owner review items.

8.21 Native SurfaceWorld height, brush and far-mesh corrections — integration round 6

Core tile keys and density coordinates use 25 cm voxels; the shared plugin mesher and UVoxelStrateManager retain the legacy 12.5 cm scale. The Core bridge now maps Core-local height queries to manager coordinates by 0.5 and maps returned bounds back by 2.0. Native content, water, landmark, decoration and atmosphere anchors use the same manifest Heightfield2D ground/cap data as the terrain. These conversions are gated by bUseVoxelForgeCore; the legacy branch keeps its prior units and behavior. UVoxelMarchingCubesMesher has an explicit geometry voxel size: Core sets 25 cm, while legacy callers retain the 12.5 cm default. Material and biome lookups remain in their legacy coordinate space.

Blueprint-callable carve/fill and high-level brush dimensions cross the scale boundary at 0.5, including strength. Legacy diff modifications subtract their strength; Core edit evaluation adds its density offset, so the adapter negates the legacy strength once. Public carve forces the airward sign and fill forces the solidward sign. Low-level active-Core modification units remain Core units.

LOD8 far-stratum boundary repairs now sample crossings across a subdivided 4×4 coarse patch and only emit a patch when each sample has a source-field crossing. This replaces the former broad single quad. The BuildHost geometry audit keeps a two-cell maximum edge at LOD0/1 and allows four coarse cells at LOD7+ to include shallow far-LOD transitions while still rejecting the prior 5.66-cell horizon slab. It checks near-LOD normal direction and unit normals at every audited LOD. The mesher emits reversed triangle order (0,2,1) for RealtimeMesh; the audit reports that expected order separately from normal direction. The opt-in native heightfield path narrows vertical mesher rows to sampled ground/cap heights plus the Z bounds of intersecting type-2/type-4 manifest features. Hash captures and tiles with overlapping player edits or another strate keep the full mesh range. See round 6 of the M1 report for per-kind streaming results and validation limits.

8.22 Core voxel scale, per-tile features and placement measurements — World Assembler M3 Round 5

The opt-in Core world has one physical voxel-size source on AVoxelWorld: CoreVoxelSizeCm, default 25 cm and constrained to the supported 12.5–25 cm range for this integration. GetActiveVoxelSizeCm() is the runtime conversion point for Core coordinates. CoreTileVoxelCount is 32 voxels; tile length is derived as voxel size × 32 × 2^LOD. Core-off remains on the legacy 12.5 cm VOXEL_SIZE path. Owner/Core compatibility conversions use the resolved values and must not assume that a Core voxel is twice a legacy voxel.

The resolved physical size is rounded to microns and carried with tileVoxelCount in the immutable Core world configuration. Non-default Core size participates in plan and season identity. The default 25 cm value is omitted from the added identity suffix so recorded default SurfaceWorld and M2 recipe/fixture identities keep their prior form. Water remains fixed for the season; player carve/fill remains unrestricted. Collision support, clipmap keys and LOD stay in Core voxel units and derive centimetres at the adapter/mesh boundary.

Floating Islands builds a deterministic candidate feature list per tile using conservative inclusive bounds. Candidate IDs retain canonical feature order. A worker-scoped context lets density samples evaluate only the tile's candidate islands and connectors. If bounds cannot prove a feature irrelevant, it stays in the candidate list; future caves, shafts, pits and passages should use the same common tile-list builder. The Round 5 audit reports exact full-field/candidate equality and deliberately removes a feature as a negative control. This API does not change feature planning or field identity. Air-side pruning uses a conservative lower bound for the version-2 scaled root ellipsoids and their smooth-min reductions; a geometric AABB distance alone can overstate their positive density and change hashes outside the visible island bounds. BuildHost compared the staged owner plan's candidate field against the full scan at every queried sample and restored the Round 4 island aggregate hashes.

The current configuration is per-world. A later per-strate size needs a physical-space field-query contract at boundaries, transition meshes with deterministic LOD ancestry, edit rasterization that can touch both resolutions without gaps or double application, and a stable, canonically ordered strate-ID-to-size map in plan/season identity. Border and LOD hashes must cover both sides; mixed-size edits and replays must match on every worker count. Until those rules exist, one world size is the supported contract.

Round 5 measured content evaluation per placement-grid cell and stationary manager update on staged owner settings. SurfaceWorld uses its known heightfield and made no density queries in the Core measurement. Floating Islands still uses the exact generic density march; a top-anchor shortcut measured slower and was reverted. The sampled authored entries produced no placements, so these figures measure anchor-search work and steady update overhead, not spawn/asset-instancing cost. See Standalone/Research/WorldAssemblerM3/Round5/REPORT.md for the test matrix, owner-plan hash proof, and content-placement measurements.

8.23 Shared assembler query domains — World Assembler S2 / M3 Round 6

Meshing, far-shell field queries and placement share ScopedWorldAssemblyFeatureQueriesV1. Each family prepares conservative candidates for an inclusive domain, including normal halos. Scopes borrow immutable recipe/plan pointers from the owning world/snapshot, live on the worker, restore the previous scope when nested, and fall back to full evaluation outside their domain. Queues, generation epochs, edit locks, streaming policy and canonical field arithmetic are unchanged. candidateEvaluationUseful is a cost hint resolved once per domain: the measured one-feature SurfaceWorld and four-island plans prefer the full evaluator. Larger plans use candidates. Validation can force candidates to prove the bounds even for a small plan; this never changes recipe identity.

The default family contract for caves, shafts, pits, passages and rivers is:

  1. Declare conservative inclusive influence bounds, including blend, displacement and warp. Unknown influence retains the feature. Keep canonical operation order.
  2. If remote features can determine exact positive density, provide sound value-side certificates or evaluate them. Geometric AABBs alone cannot preserve arbitrary density values; island root ellipsoids retain S1's slope and smooth-min certificate. Optional union-group data belongs to the family proof, not to the engine's notion of Euclidean distance.
  3. Families with a proven air base may declare conservative solid-support bounds. The shared column union skips only proven air; solid-base caves and unknown support retain their ordinary march. Preserve the original sampling phase, crossing count, bisection and final interpolation.
  4. Audit full-scan versus candidates, halos and outside-domain fallback with equal hashes and a deliberately removed needed feature before enabling a new proof.

SurfaceWorld's biome-site search remains its bounded local lattice. Cached XY column evaluation uses finite feature candidates; types 1/3 affect every Z, while types 2/4 are neutral outside their validated boxes. Shelf source-column queries outside the scope use the full column evaluator. Core meshing prepares both native families, including cross-strate tiles. FarShells remains derived repair geometry with its existing connector/stratum filtering; its canonical field calls benefit from the same scope wherever their samples lie inside the domain.

Content snapshots declare support bounds once. Decoration cells and landmark columns prepare the shared domain with a gradient halo, and retain exact crossings. Core-off retains its legacy march. Validation compares complete placement transforms and canonical anchor residuals, and applies then clears an isolated populated HISM fixture under BuildHost null RHI. These CPU costs do not measure rendering or GPU upload. See the Round 6 report for results and limits.

8.24 Shared native far horizon — World Assembler M3 Round 7

The shared Core tile generator reads each family declaration from the immutable assembly snapshot. WorldAssemblyPlanV1::strates declares SurfaceWorld ground and cap profiles through Heightfield2D; floatingIslands declares bounded 3D features and has no planar ground/cap datum. This keeps the horizon rule in the shared worker path while allowing each family to provide the shape it can prove.

At LOD5 and above, an unedited SurfaceWorld tile builds its ground from the native heightfield on a globally aligned 128-voxel grid, using the tile step below 128. The cap remains on the 128-voxel grid so adjacent far levels share samples. Ground and cap are clipped to the tile-Z bounds and to cap >= ground; shared ground vertices replace nearby upward-facing coarse MC ground triangles, while existing ceiling seam skirts remain. At LOD7/8, a tile that intersects a native SurfaceWorld profile but intersects no island plan skips the derived stratum/connector repair shells: the exact native ground and cap already provide its exterior closure. Player-edited tiles keep the real edited field and repair path at every visible LOD. Islands-only and mixed island tiles keep the shared 3D field and far-shell path.

For the 3D connector repair path, LOD7/8 use the same 256-voxel axial station/ring spacing. LOD6 and nearer far-shell work retain 128-voxel stations. This reduces source-field probes while keeping a continuous repair mesh at the resolution used by the far tile. It does not alter canonical density arithmetic, feature order, water datum, Epoch, ModsLock, task ownership, collision policy, or the Core-off legacy route. All horizon work runs on the resolved immutable worker snapshot.

TileGenerationStats exposes classification, XY column, MC meshing, shell and horizon times, repair field calls, skipped repairs and replaced ground triangles. farHorizonVersion is part of the tile generation recipe and salts far mesh, payload and topology hashes at LOD5+; it does not salt density or LOD0–LOD3 identities. Increase it when changing far geometry again. Round 7's staged owner checks measure eight warmed keys per LOD and compare the shared LOD7/8 surface lattice against exact near-field density roots, including a 100 cm datum-offset negative control. See Standalone/Research/WorldAssemblerM3/Round7/REPORT.md for results and the visual evidence limits.

8.25 Continuous planar ceiling — World Assembler S4 / M3 Round 8

The cap remains a family declaration in WorldAssemblyPlanV1::strates and is evaluated by the shared Core heightfield path. Heightfield2D::farSurfaceCapHeightSubvoxels() clips only the rendered far surface to (topChunkZ + 1) * 32 voxels, the owning strate's upper boundary; it leaves Heightfield2D::point() and its density values unchanged. capHeightBounds() reports conservative bounds for that clipped surface. Evaluator v5 opts into this render-surface contract; older serialized evaluators keep their recorded cap behavior. The clip joins the exact near density root at the owning boundary without changing LOD0–3 density hashes. Future families with planar roofs must declare their cap height and bounds through the family plan/provider contract; the shared tile generator consumes that declaration. FloatingIslands declares no planar roof, so open sky above a surface island is the expected view.

For each requested far SurfaceWorld XY column at LOD4–8, desired-tile selection adds cap-height bands only when they do not overlap an existing or already accepted 3D clipmap tile. The original clipmap remains a non-overlapping partition. Cap samples use a global XY lattice, are clipped to the owned strate boundary, tile Z bounds and cap >= ground, and share edges across tiles. LOD4 uses a 16-voxel cap step; LOD5–8 use 128 voxels. Core-off stays on its legacy path, and edits continue through the authoritative edited field. Runtime material sections are explicitly created/updated from their ground/cap index ranges so a cap-only far tile cannot rely on an auto-created section being present.

The far recipe version is 2. It salts mesh, payload and topology hashes for LOD4–8; density hashes and LOD0–LOD3 identities do not change. The owner audit counts requested cap bands and emitted positive-area bands, compares 128 shared cap points with the near density root at 2 cm tolerance, checks a 100 cm datum-offset negative control, and traces upward rays from route and camera points against emitted triangles. Round 8 records these counters, the matched captures, warmed BuildHost timings, clipmap overlap validation and remaining failures in Standalone/Research/WorldAssemblerM3/Round8/REPORT.md.

The Round 8 owner walk audit emitted every requested cap band at LOD4–8 (385/385), agreed with 128 near roots to 0.0504 cm (2 cm gate), detected a 100 cm offset control, and hit the cap on all 2,520 upward rays from 35 walk/camera points. No route ray missed the cap or clipmap boundary.

The far-cliff fluting is coarse marching-cubes geometry on steep faces: with 16 coarse cells per tile, LOD7 samples every 256 voxels (64 m at 25 cm) and LOD8 every 512 voxels (128 m). The native ground replacement removes only upward-facing coarse faces; near-vertical faces remain on that lattice. LOD7/8 shell repair is skipped for certified SurfaceWorld tiles, the renderer does not cull backfaces, and the strips predate S4 in S2/S3. Refining all steep faces would multiply far mesh work; S4 leaves that cost/quality tradeoff open.

8.26 Streaming readiness gates and admission order — World Assembler S5 / M3 Round 9

Do not use “every tile in the current desired clipmap is resident” as a moving-player readiness gate: the center and desired keys change continuously, so that condition can remain false even when the player has safe ground and a closed view. Report three independent gates from the first actor tick: (1) walkable now — the support tile and collision-required level-0 tiles in the 3×3 XY neighborhood have installed collision (or are explicitly collision-not-required); (2) enclosed now — the active view has ground, horizon and the family-appropriate ceiling, with no exposed coverage hole or unexpected sky; (3) refined soon — each target LOD resolves within its stated time or travel distance after entering range. While moving, report the largest frame/time gap in enclosure and maximum distance that unresolved work trails the pawn. FloatingIslands has open sky by design, so its enclosure check excludes a planar roof.

The shared AVoxelWorld::UpdateChunksAroundPosition scheduler serves both the Core snapshot path and Core-off legacy path. It admits the collision-critical 3×3 ring first. The measured S5 order remains opt-in because it did not beat the legacy order on the gates and the viewer could not confirm screen presentation: set voxel.StreamingCoarseFirst=1 to admit coarse desired levels from the maximum LOD down to max(2, FullResClipLevels), favoring tiles ahead of travel and then nearer tiles within each LOD; LOD0/1 refinement follows. Default 0 preserves the S4 LOD0-to-LOD8 order. voxel.StreamingDynamicNearReserve=1 keeps the authored near-task reserve while the pawn moves or until the stationary walkable ring is ready; this is now the default. Set it to 0 only for the legacy-admission negative control. After the stationary nine-tile ring is ready, coarse work can use the formerly reserved slots. The standalone queue defaults to legacy order; --coarse-first-stream-order opts into the S5 tiers and --legacy-stream-order explicitly selects the legacy order.

This order changes only which key starts first. Tile field arithmetic, hashes, Epoch, cancellation checks, ModsLock, the four EQueueMode::Mpsc result queues and EndPlay draining remain unchanged. The clipmap remains a non-overlapping partition, and TransitionHold still performs load-before- unload reconciliation. No duplicate coarse placeholder is admitted: the current transition rules do not make a temporary overlapping parent safe at initial spawn without a separate all-descendants hide/swap gate. A coarse tile completion count alone is not proof of enclosure; verify the actual view and family-specific ground/ceiling coverage.

VoxelStartupTrace records request and worker-start ordinals, LOD, priority, epoch, resident-at- request, queue wait, build time, result wait, apply time and discarded/cancelled result reasons. Use -voxel.StartupTraceUntilEndPlay=1 for a moving trace. Round 9 found similar cold walkable-gate times, no demonstrated enclosure win, and fewer cancellations at 60 m/s, while that route's center deltas were invalid. DXGI marked the capture window occluded, so its images are back-buffer evidence rather than proof of screen presentation. Keep S5 opt-in until an owner-visible run measures the three gates and closes that gap. Full results and limits are in Standalone/Research/WorldAssemblerM3/Round9/REPORT.md.

8.27 Cold-view throughput trace and gated coarse admission — World Assembler S6 / M3 Round 10

UpdateChunksAroundPosition samples residency at intervals of at least 0.25 seconds. A streaming_sample timestamp is therefore a quantized observation, not a tile-completion timestamp or an admission throttle. Use the direct per-tile apply records for completion time, and apply_frame records for the game-thread budget, queued-result estimate and running-worker count. collision_ready measures the asynchronous RealtimeMesh submit-to-body-update interval; it is not an isolated Chaos CPU-cook timer.

The staged SurfaceWorld actor trace contained 2,578 desired keys. With legacy order and the authored 4-visible-mesh / 2 ms apply budget, the full desired set became resident at 17.412 s and the required collision ring became walkable at 0.632 s. voxel.StreamingCoarseFirst=1 with voxel.StreamingDynamicNearReserve=1 completed the same set at 11.704 s while the ring gate remained 0.627 s. Coarse admissions begin only after the nine-tile walkable gate. This reduces measured cold residency by about one third on the staged plan, but null-RHI residency does not prove rendered enclosure. Keep coarse-first opt-in until that view is checked in a rendered owner-plan run.

The separate voxel.StreamingStartupApplyBoost switch stays default-off. At 1, it temporarily allows 12 visible mesh submissions / 14 ms while the initial desired set and walkable ring are incomplete, with a 30 second ceiling; at 0, the authored budget is unchanged. On the matched legacy-order test, the boost changed full-set readiness from 17.412 s to 17.346 s and removed count-cap frames, but did not improve end-to-end residency. Keep the normal 4 / 2 ms guard for play.

The S6 trace found the shared pool was not saturated: its 10-slot idle estimate was about 132 slot-seconds on legacy order and 73 on gated coarse-first, while game-thread tile applies totaled only about 0.24 seconds. S7's frame-level admission and cumulative worker-task accounting revisited that open question; see §8.28.

The report records per-LOD worker, queue, result-queue and apply totals, collision latency, frame percentiles, hashes, regressions and the command lines. The standalone 60 m/s viewer now counts forward +Y center crossings across multi-chunk deltas; that route reports valid crossing deltas, but its latency gate still fails. These are scheduling and instrumentation changes only: deterministic W1/W8/W16 world and LOD hashes are unchanged, as are Epoch, cancellation, ModsLock, MPSC queue, shutdown-drain and game-thread UObject-creation rules. See Standalone/Research/WorldAssemblerM3/Round10/REPORT.md.

8.28 Shared admission accounting and worker supply — World Assembler S7 / M3 Round 11

PendingTiles is a game-thread result-bookkeeping set: its entry lasts from task submission until ApplyTileResult, so it can include work that has finished and is waiting in one of the MPSC result queues. It is not the count of active generation tasks. The S6 admission path used PendingTiles.Num() for that cap. On the S7 old-path control, after LOD0 had no missing keys, 877 admission frames still had LOD1+ work missing and hit the four-slot near reserve; at a representative frame, occupancy was 6/10 while only four tasks were queued/running and two completed results were waiting to apply. 806 of those 877 frames had a positive completed-result estimate.

Admission now uses ActiveTaskCount, which is incremented before launching the UE task and released by its RAII guard when the worker lambda exits. This still counts queued and running work, but completed results do not consume an admission slot. voxel.StreamingLegacyPendingResultCap=1 restores the old PendingTiles accounting; the test harness's NearReserveMode=Legacy also sets voxel.StreamingDynamicNearReserve=0, reproducing the S6 path. StreamingDynamicNearReserve now defaults to 1; StreamingCoarseFirst remains 0, and the apply boost remains 0 in the matched measurement.

On the 2,578-key owner SurfaceWorld trace, the old-path control reached the full set in 17.527 s, walkable ring in 0.650 s, and full LOD0 in 2.281 s. Dynamic admission reached them in 7.780 s, 0.581 s, and 1.439 s. Its first-request-to-ready interval was 7.342 s with 41.364 worker-seconds, or 5.63 integrated busy-worker equivalents. Using the S6 10-slot idle formula on that same interval gives 32.06 slot-seconds, versus 133.01 on the S7 old-path control and 132.1 in S6. The ten S7 spawn samples that ended with free admission capacity and missing keys all recorded a submission stop at the 10-task cap (one worker could finish before the end-of-pass sample); the frame trace found no near-reserve decline, all-loaded latch, walkable gate failure, or inner LoadTile rejection in those passes. Result-aware admission therefore removes the measured cold-set blocker and reproduces the legacy control within 0.7%, but the 7.78 s full-set result still misses the rough 4.14 s worker-seconds / 10 slots estimate. Across the full 45 s trace, free-capacity frames with missing keys were classified by LOD as near reserve or full cap; none was unclassified.

The per-frame running_workers value is biased high when sampled only at admission/apply boundaries; S7 added cumulative task intervals and found 5.63 busy-worker equivalents over the first-request-to- ready span, with eight sustained overlaps in the reconstructed intervals; a zero-duration endpoint tie briefly counts nine. This locates the remaining gap downstream of an admission refusal, but does not distinguish UE task-pool dispatch from work internal to a tile. Measured worker task time rose 9.7% versus the negative control (16.04 ms versus 14.62 ms per initial tile); hashes match and the trace records elapsed task time, not CPU cycles. During the later +Y move, the loader's bCoreRegionCompilePending guard also blocked 10 legacy and 11 dynamic submission passes despite free tasks; each inner-decline record had that flag set. The tick trace reports aggregate TestWorld->Tick() only: spawn p95/max was 2.262/5.230 ms and walk p95/max was 2.512/28.893 ms; no subsystem marker names the walk maximum. The nine-tile ring and full LOD0 are faster than S6. Tile output hashes did not change, so the recipe version remains unchanged. Null-RHI runs do not prove player-visible enclosure. See Standalone/Research/WorldAssemblerM3/Round11/REPORT.md for the audit counts, RMC review, quality matrix, commands and binary hashes.

8.29 Concurrent region admission and bounded result backlog — World Assembler S8 / M3 Round 12

The S7 moving trace found bCoreRegionCompilePending returning before all tile submissions. Each such update could leave most slots unused while a new player center requested a region page. The default voxel.CoreRegionConcurrentAdmission=1 lets LoadCoreTile continue for keys outside the pending and in-flight region sets. Keys that need those sets wait for publication; setting the CVar to 0 restores the old all-admission gate for an A/B control. This changes scheduling only.

World::compileTileRegion builds region pages without mutating pages already in use, then publishes them under the region-map lock. generateTile copies a shared_ptr while holding the map's shared lock and keeps it for the whole mesh read. Evicting or replacing a map entry therefore cannot free a page under an existing worker. The actor's shared WorldLock prevents a world edit/reset while a tile reader or region compiler is active; EndPlay waits for the shared active-task count before destroying the actor's UObject state.

The result backlog has its own backpressure control. voxel.StreamingResultBacklogCap=256 counts queued MPSC results, active tile-generation tasks and held visible-LOD0 prequeue results. Reaching the cap stops new tile admissions until apply drains results or active tasks retire. It does not make finished results consume worker slots in the normal admission count. 0 is the uncapped negative control; the Core-off legacy test also exercises the default cap.

On the 25 cm owner SurfaceWorld plan, the matched 6 m/s CVar-off/on runs both completed 11 region requests (one initial desired set plus ten center moves). The old gate recorded 11 global scheduler skips; concurrent admission recorded none and submitted 110 unrelated tiles with no dependent-key declines. All eleven changing support centers had the nine-tile walkable ring ready immediately. Accumulated pending windows were about 0.43 s, but measured compiler wall time totaled about 11 ms. At 60 m/s with a 400 m teleport, the trace recorded 113 region requests, 782 independent submissions and 983 dependent-key declines. Most support centers advanced before their nine-tile ring could become ready, so the high-speed gate still fails its travel-time target.

The shared result trace now records queued_peak, peak payload bytes, the configurable cap, and cap stops. A slow-apply teleport stress run peaked at 256 results / 76.2 MB with the default cap; the uncapped control reached 1,577 / 125.1 MB. Payload bytes exclude queue-node and allocator overhead. The cap kept the observed backlog finite without reinstating the S6/S7 finished-result worker-slot decline. Full timings, per-center records, quality checks and hashes are in Standalone/Research/WorldAssemblerM3/Round12/REPORT.md.

8.30 Velocity-scaled support-ring lookahead — World Assembler S9 / M3 Round 13

The ring gate uses the support tile, which can sit one tile below the clipmap center on a surface world. Both scheduler branches must use the same GetPlayerSupportTile result for the active 3x3 collision-critical ring and its predicted rings. Predicting from the stream center can spend work on the wrong vertical slice, so the trace includes both center and walkable_center.

voxel.StreamingCollisionLookahead defaults to 1; 0 disables only the prediction and is the negative control. GetStreamingHeadingStep transforms velocity into actor space and selects its dominant axis, including Z for a fall; when motion is zero it falls back to pawn forward. The lookahead targets 350 ms of travel, rounds up to whole active LOD0 tiles, and clamps the lead to one or two rings. The scheduler adds the future 3x3 keys only when they already belong to the desired clipmap, then moves those collision keys into CriticalDesiredTiles. It does not reserve more worker slots, expand the clipmap, cancel in-flight jobs, or change tile arithmetic. collision_lookahead records speed, direction, stream/support centers, promoted-key count and missing desired keys.

On the staged SurfaceWorld owner plan at 25 cm, the S9 +Y trace found the ring ready at all 74/74 support-center arrivals through 40 m/s; the corrected-source CVar-off control found 15/74. The S8 no-lookahead baseline was 25/74. At 50 m/s scripted downward motion, 93/93 support-center arrivals were ready. The 40 m/s matched on/off initial-ready times were 7.743/7.778 s, so the prediction did not slow spawn in this pair. These figures support 40 m/s as the highest horizontal speed tested; they do not measure a higher horizontal ceiling. The vertical trace is a scripted actor move through the owner plan, not a free-fall physics replay.

For 108 critical LOD0 tile jobs with complete stage joins at 40 m/s, request-to-worker start was 0.02/9.59 ms p50/p95, generation 66.6/84.0 ms, result wait 9.3/17.7 ms, game-thread apply to mesh submit 0.17/0.24 ms, RMC collision submit 0.01/0.02 ms, and RMC submit-to-body-update 37.6/85.9 ms. The latter is the observable body-ready interval, not a Chaos-only CPU timer. The current trace saw no scheduler skips, a 113-result peak under the 256 cap and 33 ms maximum region-page compile with concurrent admission. Generation and body update dominate the measured tile path; the lookahead gives those stages time to finish before the support center changes. LOD0-missing clipmap frames remain separately visible in the Round 13 table; they are not equivalent to a missing support ring.

The scheduler change does not alter field, mesh or collision output, so WorldAssemblerPlanV1 and the far-horizon recipe versions stay unchanged. Core-off legacy, M2 fixtures, SurfaceWorld and FloatingIslands checks passed; the S3/S4 ground, cap and coverage audit passed. The full sweep, negative control, hashes, stage ledger and the deferred LOD8 optimization plan are in Standalone/Research/WorldAssemblerM3/Round13/REPORT.md.

8.31 LOD8 planar far-horizon sampling — World Assembler S10 / M3 Round 14

The planar far horizon is already built from a Heightfield2D column profile, but LOD8 previously refined ground and cap at a 128-voxel grid even though a 25 cm LOD8 marching-cubes cell spans 512 voxels (128 m). BuildNativeHorizonGridCoordinates now keeps the globally aligned 128-voxel edge strips and uses the marching-cubes step through the LOD8 interior. The boundary strips preserve shared edge samples; the interior does not build detail smaller than the LOD8 cell spacing. LOD4–7 retain their prior sample coordinates. No agreement tolerance was relaxed.

This applies to native horizon plans that declare a planar heightfield. Ground and cap still run in separate refinement passes, using the same deterministic coordinate lattice. Heightfield2D keeps its thread-local column cache: S10 records remaining duplicate evaluations across LOD8 tiles and workers but does not share cache pages between workers. The --far-horizon-lod8-step=128 Standalone override restores the old sampling density for an A/B control; it does not restore the old v2 hash salt. The default sampling change bumps the far recipe hash version from 2 to 3. LOD0–3 hashes and density are unchanged.

VoxelForgeSharedFeatureCost now reports column evaluation, marching-cubes, ground-refine, cap-refine and output-assembly timings separately. Column evaluation is subtracted from each overlapping MC/refinement wall interval; output assembly includes the final payload flattening and optional diagnostic hashing. Percentiles are computed independently and are not additive. The optional LOD8 XY capture uses worker-local vectors and records only diagnostics; it does not affect mesh generation or recipe identity.

On the staged 25 cm SurfaceWorld plan, the warmed LOD8 full-tile p95 fell from 59.848 ms to 13.933 ms. Column evaluation fell from 31.319 ms to 7.478 ms; ground and cap refinement fell from 11.666/10.029 ms to 1.690/1.330 ms. The S3 ground agreement, S4 cap agreement and 100% cap-ray coverage gates still pass at their existing tolerances. BuildHost actor startup, the W1/W8/W16 matrix, W1/W8/W12 Standalone hashes, the 40 m/s support-ring trace and the S10/S9 captures are recorded in Standalone/Research/WorldAssemblerM3/Round14/REPORT.md.

8.32 Bounded spawn-phase mesh applies — World Assembler S11 / M3 Round 15

The shared AVoxelWorld::ProcessPendingChunks startup budget now defaults on for the initial desired set: up to 12 visible mesh applies or 14 ms in one frame, with a 30 second ceiling. It ends as soon as the first desired set and stationary walkable ring are ready, the desired epoch changes, an explicit per-step apply override is supplied, or the ceiling expires. Normal play uses the authored MaxMeshAppliesPerFrame and MaxMeshApplyMilliseconds values. Set voxel.StreamingStartupApplyBoost=0 for the matched authored-budget control. startup_apply_config records the actor-read CVar and both budgets; startup_apply_budget records when the bounded phase starts and ends.

On the matched 25 cm SurfaceWorld trace, both fresh processes handled 2,578 initial tiles. With the authored 4-mesh/2 ms budget, readiness was 7.118 s, the nine-tile walkable ring was ready at 0.495 s, and full LOD0 at 1.444 s. The four-mesh limit hit 305 of 399 apply frames; result backlog peaked at 252/256 and result-wait p95/max was 847/1,119 ms. The last LOD8 worker ended at 6.068 s, but its result applied at 7.182 s. With the shared startup budget enabled, readiness was 5.960 s, the ring was ready at 0.486 s, and full LOD0 at 1.403 s. No apply-count frame hit its limit; backlog peaked at 10 and result-wait p95/max fell to 16.6/19.3 ms. The last LOD8 worker/apply times were 6.015/6.019 s.

The remaining worker-generation span is frame-paced: 2,578 requests arrived over 310 submission passes (8.32 per pass) in 5.58 s. The trace integrates 4.8 busy workers out of 10, while sampled active task guards averaged 9.9/10 and sampled running workers peaked at 8. The LOD4 group used the most worker time (6.590 s) but finished at 4.276 s; the final LOD8 group applied at 6.019 s. The 60 initial RMC body updates had an 18.4 ms p95 submit-to-body-update interval, and the walkable ring was ready well before that far-LOD tail. Geometry and collision arithmetic do not change, so recipe versions stay unchanged. See Standalone/Research/WorldAssemblerM3/Round15/REPORT.md.

8.33 Streaming worker supply and tick-independent task pickup — World Assembler S12 / M3 Round 16

The S11 trace showed that admission was paced by the actor tick: typical tiles finished within one 18 ms frame, while the eight TaskGraph background workers waited for the next scheduler pass to receive another task. The host exposed ten TaskGraph workers (two foreground, eight background), and the tile tasks ran only on the eight background workers. The shared scheduler now admits up to one additional worker-set of prioritized tile tasks (voxel.StreamingReadyQueueDepth, default 8, clamped to the effective worker count). These tasks are still selected and submitted on the game thread through the existing desired-tile ordering; UE's background executor dispatches queued work as each worker becomes free. There is no worker-owned continuation list, and no UObject, RMC, or desired-set mutation moves off the game thread.

voxel.StreamingBackgroundWorkerCap=1 sizes the streaming admission slots to FTaskGraphInterface::GetNumBackgroundThreads(). It does not lower GetMaxConcurrentTasks() or the worker limit used inside Core's parallel generation. 0 restores the old logical-core-derived streaming cap. The worker_backend_config and streaming_worker_cap_readback trace events record the CVar readback, logical core count, TaskGraph and global queued-pool sizes, task API, and effective slot count. Each tile row records its submission, worker start/end, and OS thread ID. The external BuildHost sample also records process thread count and working set; its eight tile IDs match the TaskGraph background pool. RMC's inspected async collision path queues through GThreadPool, which is a separate 10-thread pool; it does not occupy those eight TaskGraph worker IDs. Arbitrary UE background tasks can share TaskGraph background workers, so the pool count alone does not imply those workers are idle outside the measured tile task intervals.

Admission remains shared by LoadTile and LoadCoreTile. The queue-aware dynamic near reserve is at least the ready-queue depth while moving or before the stationary walkable gate is ready, capped at one less than the worker slots. Horizon work uses a separate coarse cap; while moving, ordinary LOD0 admission stops at the actual worker-slot count and critical collision/edit work retains its existing higher admission cap. Thus queued far work cannot consume the reserved near capacity. bStreamingPlayerMoving is captured on the game thread for both admission paths. Existing GenerationEpoch / DesiredEpoch and per-request cancellation checks still reject stale tasks and results; no preprepared desired list survives a set change.

On the matched 25 cm SurfaceWorld startup trace, queue depth 8 plus the 8-worker slot cap brought the 2,578-tile ready time to 4.911 s (the matched queue-depth-zero control took 7.024 s). The LOD0 worker tail ended at trace time 1.167 s; its last apply was at 1.087 s on the actor startup clock, against S11's 1.403 s. The stationary 3×3 collision-ready ring was ready at 0.509 s, close to the S11 0.488 s measurement. The per-tile trace contains all 2,578 initial requests and shows eight active workers at peak, 29.432 worker-seconds, and 6.573 seconds of inter-task idle time summed across the eight slots. 500 ms busy-worker equivalents, per-LOD completion and each slot's inter-task gap are saved under Saved/BuildHost/Round16/. The full table and matched controls are in the Round 16 report.

Foreground task priorities were tested and rejected: they increased spawn/walk UWorld::Tick tails despite occupying more TaskGraph workers. The shipped priorities stay BackgroundHigh for near and BackgroundNormal for horizon tasks. The task-pickup changes do not alter density, triangulation, collision, or Core output, so no recipe version changes. See Standalone/Research/WorldAssemblerM3/Round16/REPORT.md.

8.34 Tile cost and column reuse audit — World Assembler S13 / M3 Round 17

The owner SurfaceWorld uses 32 marching-cubes cells only at LOD0–1; LOD2 and farther use 16 coarse cells. Including the normal halo, those are 35³ and 19³ density samples, respectively. Round 17 added exclusive timing for classification, column evaluations during MC/ground/cap, non-column MC/refinement work, and mesh assembly. Percentiles are independent. The measured owner route is a planar Heightfield2D surface: its recipe noise is evaluated while computing XY columns, with no volumetric cave, tunnel, room, or route density term. The two-tile interpolation probe reduced measured column-compute time by about 71–74% at stride two, but exceeded the 2 cm error gate at LOD1 and every tested coarse LOD; stride four also exceeded it on LOD0. It had no near-zero fallback and was not enabled in generation.

LOD4 is the first far-cap refinement level: its cap grid is 16 voxels (4 m), while LOD5–7 use the 128-voxel boundary grid (32 m); ground refinement begins at LOD5. LOD4's cap pass costs about 4.87 ms of column evaluation plus 1.26 ms exclusive at the eight-tile p95, but its largest measured cost is 29.36 ms of column evaluation during MC. LOD4 also has 8,224 column-cache misses per sampled tile p95 versus 1,634 at LOD3 and 1,916 at LOD5. The cache remains thread-local. The all-LOD overlap probe found substantial cross-worker duplicate XY evaluations, which is evidence for a future shared-page A/B test, not proof that a shared cache will pay after synchronization and lifetime costs. Round 17 changed no density, mesh, collision, or recipe output; recipe versions remain unchanged. See Standalone/Research/WorldAssemblerM3/Round17/REPORT.md.

Round 18 / S14: the 65,536-entry worker-local XY column cache keeps the legacy direct-map lookup for LOD0–2 (at most 33/28/4 conflict misses in the cold audit) and uses four-way sets for LOD3–8. The deterministic coordinate/hash mixer and round-robin replacement cut LOD4 from 8,224 misses / 7,407 conflict misses to 1,437 / 0, and LOD3 from 1,634 / 1,119 to 574 / 0. Exact key validation keeps fill order from affecting samples. voxel.CoreColumnCacheDirectMapped=1 restores the S13 route as a recorded negative control.

The step-1 ShapeWorld gradient memo reduced LOD0 fallback density probes from 11,474 to 3,018 at the sampled p95 and gradient-normal cost from 65.10 to 24.16 ns/sample; the two-pass MC invariant is unchanged. voxel.CoreMCGradientMemoization=0 is its recorded negative control. No shared XY page was added: cross-worker repeats alone do not establish a net page-cache win, and the S8 immutable-page lifetime rules would add ownership and memory cost. Round 18 changed no output or recipe version. See Standalone/Research/WorldAssemblerM3/Round18/REPORT.md.

8.35 Shared Core column cache — World Assembler L7

L7 measured 1.34 million repeated formula evaluations on the W12 L1 view before sharing: 83.6% were another worker's XY, 4.0% were same-worker repeats after eviction, and 12.0% were halo/normal repeats. The world-owned shared second tier cut measured formula executions by 60.9% and improved median whole-view-ready time by 19.0%; moving 8 m and generating 144 entering tiles improved median wall time by 36.1%. Peak RSS rose by about 66 MiB. The cache is a bounded exact-value table rather than published pages; no scheduling affinity or page prefetch was needed to clear the measured whole-view threshold.

The thread-local first tier remains because it avoids shared atomics for local hits. The shared table has no lock on hits; only a miss takes a set-local spin lock. FloatingIslands' cache identity includes its island stable ID because distinct anchors can request the same XY with different column metrics. All W1/W12 L1 hashes, exact queries, and the seed-0 FloatingIslands fixture match the pre-L7 binary with Clang FP contraction off and GCC defaults. See Standalone/Research/WorldAssemblerM3/Linux7/REPORT.md.

8.36 Route-invariant Core density — World Assembler M3 L13

For an unedited Core world, tile density, mesh, payload, and topology are a function of the world manifest/recipe, seed, and tile key. The reviewed manifest field is authoritative: SurfaceWorld uses its Heightfield2D, while FloatingIslands uses its FloatingIslandFieldV1. World::densityAt and tile generation read the same FStandaloneShapeWorld instance. A compiled analytic region page retains bounded spatial bins for page ownership and routing, but SetSharedDensitySource binds it to that base shape before publication; density, lattice, detail, classification, and solid queries delegate to the shared evaluator. This keeps exact queries, collision occupancy signs, page tiles, and base tiles on one field. Player edits remain explicit versioned overlays on that world state.

The route-binding change increments WorldAssemblyEvaluatorVersion from 5 to 6. Do not restore a page-local legacy evaluator: it disagrees with the reviewed field. Uniform-block proof audits must fill and check page tiles against the evaluator they actually sample. This is the shared Core path; the Unreal adapter and its asynchronous MPSC/Epoch flow are unchanged. See Standalone/Research/WorldAssemblerM3/Linux13/REPORT.md.

9. Multiplayer model (listen-server first, dedicated-friendly)

Status: transport is DESIGN ONLY — nothing is networked in-tree yet (no Replicated/HasAuthority/RPCs; a single GetPlayerPosition() center; a local diff layer). This section locks in the invariants so the streaming / AI / carve systems are built network-aware from the start instead of retrofitted. Target now = listen server (the host is a player AND the authority); dedicated server = future / out of scope, but the abstractions below (anchor policy + role) already cover it so it's additive later.

9.1 The core invariant — determinism means you NEVER replicate geometry

The world is a pure function of (seed, strate layout) (§8.4). So terrain is reconstructed identically on every peer from a tiny amount of shared state — it is never streamed as geometry over the wire:

  • Replicate the effective seed + strate layout identity ONCE (at join). For a cooked season the layout is the reviewed season manifest; when Core is enabled with a native SurfaceWorld, the reviewed world-assembly digest is also part of AVoxelWorld::GetCurrentSeasonContentHash(). Peers compare that active content hash before accepting play. With Core disabled the optional assembly does not change the legacy hash. For the legacy path, layout remains deterministic from the effective seed. Every peer generates terrain locally; geometry never crosses the wire. The transport/RPC that performs this join handshake remains out of tree.
  • The diff layer is the ONLY non-deterministic terrain state (§3.9, voxelforge-difflayer-threading) → it is the only thing that must sync. Since carving is a minor feature, this traffic is small.

9.2 Authority — server-authoritative diff, deterministic local re-mesh

  • A carve/fill is a request: client → Server_RequestModification(FVoxelModification) → the authority (the host) validates it (DiffLayer budget / anti-cheat, §3.9 CanModify) → applies to the authoritative diff layer → multicasts the small FVoxelModification (center/radius/strength ~a few floats) → every peer applies it to its LOCAL diff layer and re-meshes locally via the existing ApplyModification path (§3.5). Geometry never crosses the wire; only the edit event does.
  • On the listen server the host is also a player, so a host carve applies directly (still through validation) then multicasts. Remote clients only ever send requests.
  • Season / seed change (ChangeSeed, RegenerateAllChunks) bumps a local GenerationEpoch today — in MP this must become a server-driven multicast event (everyone bumps epoch + regenerates from the new seed). Epoch stays a per-peer local counter; the trigger is networked, the counter is not.

9.3 Multi-anchor streaming — the backbone, not just an AI feature

IMPLEMENTED 2026-07-07 (the streaming/collision half; the collision-only render-skip §9.4 is still pending). AVoxelWorld::RegisterStreamingAnchor(Actor, Policy, RadiusChunks) / UnregisterStreamingAnchor (BlueprintCallable) add an actor to StreamingAnchors. UpdateChunksAroundPosition prunes dead anchors + detects chunk crossings (rebuilds the desired set when any anchor crosses a level-0 boundary — same cadence as player movement, coalesced into one rebuild). AddAnchorDesiredTiles (inside BuildDesiredTiles, after the player clipmap) folds each anchor's Chebyshev box of level-0 tiles into the SAME DesiredStamped/DesiredSorted set (deduped vs the clipmap by stamp) → the existing delta cull releases an anchor's tiles automatically when it moves away / unregisters. Zero cost when no anchors (empty loop). The box defaults to a THIN shape (its chunk + 1 horizontal ring + 1 chunk below for ground safety, nothing above — XYRadiusChunks/ZBelowChunks/ZAboveChunks, per-register). CollisionOnly anchor tiles are hidden (§9.4). Anchor tiles sort by distance-to-player, so one far from every player streams last (fine for now; a per-anchor priority is a later tweak).

The general model MP requires — N centers: the authority streams around every connected player + every AI, because that's how a remote pawn gets server-side collision / movement authority. The registry of anchors:

  • Anchor = { actor, policy }, policy ∈ { CollisionOnly, FullVisual }, plus a role on the world (client / listen-host / [future] dedicated).
  • Listen-host role: FullVisual anchor on its OWN camera (it renders for itself) + CollisionOnly anchors around every REMOTE player + AI (it needs their collision for authority, not their pixels).
  • Remote-client role: FullVisual anchor on its own camera + collision around its own pawn (local prediction). It does not stream other players' far tiles.
  • [Future] dedicated role: ALL anchors CollisionOnly — no visual mesh anywhere server-side. The listen-host's CollisionOnly path IS this path, so dedicated is just "no local FullVisual anchor."
  • Keep today's single-player fast path exactly when the registry has one FullVisual anchor and no others.

9.4 Collision-only tiles — render-skip (IMPLEMENTED 2026-07-07)

A level-0 tile that ONLY a CollisionOnly anchor wants (the player clipmap did not stamp that exact key this crossing) goes into CollisionOnlyTiles; ApplyMeshToTile cooks its collision but SetVisibility(false) — no draw, no VSM, no shadow — killing the cost of terrain around AI / remote players far from the local camera. If the clipmap (or a FullVisual anchor) also wants the tile, it renders normally. Visibility flips on ALREADY-LOADED tiles (player walks toward/away from a cluster) are handled by ReconcileAnchorTileVisibility diffing CollisionOnlyTiles vs its previous set each crossing (bounded by the small anchor set, no O(loaded) scan). Collision is independent of visibility in UE, so a hidden tile still collides.

  • Still on the frame: the geometry streams are built on the worker (BuildTileStreamSet) even for hidden tiles — off the frame, but it's CPU+memory. A deeper "cook collision without building render streams" path (true CollisionOnly, and the future dedicated-server terrain) is a later optimization.
  • SetCanEverAffectNavigation(false) stays — nav is function-based (§9.6), not Recast, so collision tiles never feed a navmesh.

9.5 Late join

A joiner receives the seed/layout (regenerates everything locally) + a compacted diff snapshot replayed into its diff layer. Nothing else needs transfer — the rest of the world is a function. The diff layer is already chunk-keyed and lock-guarded (voxelforge-difflayer-threading); a serialize/replay path is the main new piece.

9.6 AI is authority-side + function-based nav (see the AI-nav plan)

AI runs on the authority (host now, dedicated later). Nav is function-based — a coarse A* + funnel + spline route over GetVoxelSurfaceHeightAt/GetDensityAt (+ the diff layer so AI sees carves), followed by a steering component for smooth (non-robotic), cheap locomotion. Crucially it queries the world FUNCTION, so it needs zero loaded geometry — ideal for the authority side and mandatory for a future headless dedicated server (which has no meshes). Recast is rejected: it would need cooked collision everywhere AI roams, server-side, re-cooking on every dig. Build order: multi-anchor collision streaming (§9.3) FIRST (now MP-foundational), then the function nav.

9.7 What's NOT built (greenfield checklist)

Seed/layout replication at join · Server_RequestModification RPC + multicast of applied mods · anchor registry (DONE 2026-07-07, §9.3) + CollisionOnly render-skip (DONE 2026-07-07, §9.4 — hide-based; the deeper no-stream-build path still open) + role awareness · networked season/seed (epoch multicast) · diff-layer serialize/replay snapshot for late join · server-side AI + function nav. All additive on top of today's deterministic single-player core.