fix(ui/loading): memoiza steps quando widget em async load + draggable status
- UIFrontEndFlowSubsystem: HandlePostLoadMap/HandlePlayerSpawned agora registram o StepId em PendingLoadingSteps_ quando ActiveLoadingScreen ainda eh null (race com RequestAsyncLoad do WBP_Loading). Lambda do callback async drena o set apos criar a tela, fechando o loading retroativamente. Servidor rapido (TryFinalizeEnterWorld) deixava o cliente preso em "entrando no mundo" quando o async load atrasava. - UIPlayerStatus_Window: herda de UIDraggableWindow_Base (drag + persist via UZMMOUISaveGame). Rename CloseBtn -> Button_Close, adiciona Background_Panel/Container_Header/Container_Stats, NativeOnKeyDown (Alt+A fecha), NativeGetDesiredFocusTarget=self. Remove bIsBackHandler pra parar o "Cannot create action binding" no log (projeto nao tem DefaultBackAction no CommonUISettings). - UIInGameFlowSubsystem.SetState: skip re-push do HUD quando voltando de StatusWindow/Inventory/Menu pro Playing (Old != None && != Playing) pra evitar Construct novo do HUD e o flicker dos textos HP/SP. - Novos: UIDraggableWindow_Base (drag generico + persistencia) e UIWindowSaveGame (TMap<FName, FVector2D> por WindowId). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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