feat(char-spawn): Fase 4 — DT_Maps + pawn reposicionado na pos do DB
Cliente UE (foco da frente):
- FZMMOMapDef + FZMMOMapSpawn (Source/ZMMO/Data/World/MapDef.h) — row do
DT_Maps com MapId/DisplayName/ClientLevel/Spawns[] taggeados
- DT_Maps.uasset (Content/ZMMO/Data/World/) — 1 row "TestWorld" mapId=1
apontando pra L_TestWorld + spawn "default" em (0,0,200)
- L_TestWorld movido: /Game/ThirdPerson/TestWorld -> /Game/ZMMO/Maps/World/L_TestWorld
(75 ext actors WP duplicados, original deletado)
- ZMMOCharSummary.MapName (FString) -> MapId (int32)
- UIUserLobbyScreen_Base parseia uint16 mapId no S_CHAR_SELECT_OK + chama
Flow->TravelToMapById(mapId) + Flow->SetPendingSpawnPose(pos, yaw)
- UIFrontEndFlowSubsystem: MapsTableAsset (config), FindMapDef,
ResolveLevelPathByMapId, TravelToMapById, SetPendingSpawnPose/Consume
- AZMMOPlayerCharacter::BeginPlay: consome PendingSpawnPose do Flow e
SetActorLocationAndRotation no pawn local (substitui PlayerStart default)
- DefaultGame.ini: MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
- .gitignore: + .vscode/
Outras mudancas no working tree (paralelas a esta frente):
- Content/AutoCreated/MMOWidget/Widgets/WBP_* (boot/login/charselect/etc.)
- Content/AutoCreated/MMOWidget/Fonts/Font_* + font_*_Face
- Refatoracao de fontes ZMMO/UI/Fonts (FF_* deletadas, F_* + Face)
- Content/__ExternalActors__/ZMMO/Debug/Maps/L_Test_UI/* (75 actors)
- Content/Editor/ZeusUMGForge/FontMap.uasset
- Content/ZMMO/UI/Shared/UI_CheckBox_Master.uasset
- Content/ExternalContent/{Fab,Marketplace,Megascans}/.gitkeep
- Content/ThirdPerson/Menu.umap
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.gitignore
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.gitignore
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@@ -28,3 +28,4 @@ desktop.ini
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# Misc
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*.log
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*.pdb
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.vscode/
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.ignore
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.ignore
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@@ -0,0 +1,11 @@
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/.git
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/.vs
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/.vscode
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/Content
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/DerivedDataCache
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/Intermediate
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/Saved
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/Plugins/VisualStudioTools/azure-pipelines
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/Plugins/VisualStudioTools/Docs
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/Plugins/VisualStudioTools/Intermediate
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/Plugins/VisualStudioTools/Scripts
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@@ -29,3 +29,8 @@ UIStyleTable=/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles
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; Mapa estado->tela. O DA já existe (RootLayoutClass = WBP_PrimaryGameLayout);
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; StateScreens fica vazio até os WBPs de página virem do Zeus UMG Forge (§4.8).
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ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
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; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
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; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
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; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
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MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
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