Task 4 ran 11 hours and was killed by system memory pressure before it could file a
report. The work survived, builds clean (0 errors), and is verified faster with
byte-identical output. This commit is my verification, not its summary -- it never
got to write one.
THE STRUCTURAL FIX
0e9df9e established why no block could ever be skipped: OriginSpineOp,
PassageCarveOp and the active seals Lerp/Min/Max against the CURRENT density, so
with an unknown incoming density their supremum is genuinely unbounded. Not a
missing bound -- the operator semantics.
The answer is to propagate a density INTERVAL through the stack, and that is what
landed: FVoxelBoxSdfInterval + PropagateSdfOverBox on the operator interface, an
interval fold through every converter and modifier, interval arithmetic down into
the noise primitives themselves (gradient corners, warp, worm frequencies), and a
BlockSkip lattice the mesher consults per 8^3 block.
Its own guiding comment, which is the right default:
"no finite interval is a proof. Unknown costs the skip and protects the geometry."
128^3 TunnelNetwork seed 1337 slot 1, freshly built binary, 3 runs each:
before 1.515 / 1.554 / 1.569 s
after 1.213 / 1.258 / 1.171 s -22.5%, 1.28x -- clears the 17% floor
Geometry SHA-256 98eaad61..d3c4f IDENTICAL to 0e9df9e. 153,740 triangles either
way. It skips only provably-empty work; nothing about the world changed.
It also fixed one cause of the 5.6 s empty tiles found in 0e9df9e: an LOD4 tile
legitimately spans 19^3 = 6,859 chunk keys and was rebuilding per-chunk state
thousands of times within a single tile. A shared cache removed that failure mode;
remaining slow empties were LOD0 and are a separate fast-classifier bail, still open.
Partially landed, unfinished when killed: RequestStartCycles on FChunkResult, to
report request-to-ready latency rather than worker generation time. Harmless as is.
⚠️ WHAT KILLED IT, AND IT IS OURS
A single UnrealEditor-Cmd commandlet grew to 19.5 GB, leaving 1.3 GB free on a
32 GB machine, and the OS killed the agent. Freeing it restored 21.6 GB. The owner
said twice that his machine should not be under memory pressure and he was right
both times: first the 411 MiB worker caches, now a 19.5 GB commandlet. A generation
run must not need 19.5 GB. Next task.
Cumulative on this region: 342.2 -> 16.2 -> 2.62 -> 1.49 -> 1.21 s (~283x).
3,374 insertions / 342 deletions across 12 files. Build 0 errors. Nothing outside
Plugins/VoxelForge; RealtimeMeshComponent untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb