Merge branch 'feat/ui-system' into main
PR #4 — UI vitals/HUD redesign + V3 server meshing client-side. # Conflicts: # Source/ZMMO/Game/UI/InGame/ZMMOStatusWindowWidget.cpp
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -29,3 +29,6 @@ desktop.ini
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*.log
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*.pdb
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.vscode/
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# Hyper / ZeusUMGForge web converter outputs (assets gerados, não versionar)
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Content/AutoCreated/
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10
.mcp.json
10
.mcp.json
@@ -10,6 +10,16 @@
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{
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"type": "http",
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"url": "http://localhost:5354/mcp"
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},
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"ZeusIntelligence":
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{
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"type": "http",
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"url": "http://127.0.0.1:5058/mcp"
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},
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"zeus":
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{
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"type": "http",
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"url": "http://127.0.0.1:5058/mcp"
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}
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}
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}
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File diff suppressed because one or more lines are too long
@@ -86,6 +86,15 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
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[CoreRedirects]
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; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
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; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
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; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem
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; ser removidos quando todos os DTs do projeto tiverem sido re-salvos.
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED")
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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@@ -100,3 +109,60 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/Engine.CollisionProfile]
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||||
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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||||
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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||||
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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||||
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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||||
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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||||
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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||||
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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||||
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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||||
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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||||
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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||||
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
|
||||
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
|
||||
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
|
||||
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
|
||||
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
|
||||
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
|
||||
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
|
||||
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
|
||||
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
|
||||
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
|
||||
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
|
||||
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
|
||||
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
|
||||
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
|
||||
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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||||
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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||||
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
|
||||
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@ ProjectName=Third Person Game Template
|
||||
; Paths use the /Game prefix (cooked Content namespace). Uncomment after the
|
||||
; assets are actually created in the editor.
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
[/Script/ZMMO.ZMMOThemeSubsystem]
|
||||
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
|
||||
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
|
||||
@@ -35,6 +36,12 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
|
||||
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
|
||||
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
|
||||
|
||||
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
|
||||
; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load.
|
||||
; Cliente local marca etapas via eventos (sem opcode novo).
|
||||
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
|
||||
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; UI in-game (PR 19+). Espelho do front-end pattern:
|
||||
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
|
||||
@@ -43,6 +50,7 @@ MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
|
||||
; Playing.
|
||||
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
[/Script/ZMMO.UIInGameFlowSubsystem]
|
||||
ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
|
||||
|
||||
@@ -55,5 +63,20 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
|
||||
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
|
||||
; C++; UClass resolve pelo nome curto).
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
[/Script/ZMMO.ZMMOPlayerState]
|
||||
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
|
||||
|
||||
[/Script/Engine.AssetManagerSettings]
|
||||
-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="GameFeatureData",AssetBaseClass="/Script/GameFeatures.GameFeatureData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
|
||||
bOnlyCookProductionAssets=False
|
||||
bShouldManagerDetermineTypeAndName=False
|
||||
bShouldGuessTypeAndNameInEditor=True
|
||||
bShouldAcquireMissingChunksOnLoad=False
|
||||
bShouldWarnAboutInvalidAssets=True
|
||||
MetaDataTagsForAssetRegistry=()
|
||||
|
||||
|
||||
BIN
Content/BP_TestActor.uasset
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Content/Blueprints/BP_CellBoundaryVolume.uasset
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Content/Materials/MI_CellBoundary_InnerFade_Default.uasset
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Content/Materials/MI_CellBoundary_InnerFade_East.uasset
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Content/Materials/MI_CellBoundary_InnerFade_North.uasset
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Content/Materials/MI_CellBoundary_InnerFade_South.uasset
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Content/Materials/MI_CellBoundary_InnerFade_West.uasset
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Content/Materials/M_CellBoundary_FogCard_Surface.uasset
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Content/Materials/M_CellBoundary_InnerFade.uasset
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Content/Materials/M_CellBoundary_InnerFog_Volume.uasset
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Content/Materials/M_CellBoundary_InnerFog_Volume.uasset
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Content/ZMMO/Data/UI/DT_UI_VitalsReadout.uasset
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Content/ZMMO/Data/UI/Loading/DA_LoadingProfiles.uasset
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Content/ZMMO/Data/UI/Loading/DT_LoadingTips.uasset
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Content/ZMMO/Maps/World/L_ZeusIATest.umap
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Content/ZMMO/Sounds/UI/button_click.uasset
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Content/ZMMO/UI/Fonts/JetBrains_Mono/JetBrains_Mono.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-Bold.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-ExtraBold.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-ExtraLight.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-Light.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-Medium.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-Regular.uasset
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Content/ZMMO/UI/Fonts/Manrope/static/Manrope-SemiBold.uasset
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Content/ZMMO/UI/HUD/WBP_PlayerVitalsPanel.uasset
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Content/ZMMO/UI/Materials/M_UI_Gradient_TopToBottom.uasset
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Content/ZMMO/UI/Shared/Loading/WBP_Loading.uasset
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Content/ZMMO/UI/Shared/Loading/WBP_Loading.uasset
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Content/ZMMO/UI/Shared/UI_Button_Master_New.uasset
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Content/ZMMO/UI/Shared/UI_ProgressBar_Master.uasset
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Content/ZMMO/UI/Shared/UI_ProgressBar_Master.uasset
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Content/ZMMO/UI/Themes/Default/Button/UI_M_Button.uasset
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Content/ZMMO/UI/Themes/Default/Button/UI_M_Button_Frame.uasset
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Content/ZMMO/UI/Themes/Default/Button/UI_M_Button_Glow.uasset
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Content/ZMMO/UI/Themes/Default/Button/UI_M_CornerBrackets.uasset
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Content/ZeusTemp/M_Probe_57c18e41.uasset
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Content/ZeusTest/BP_TesteZeus.uasset
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Content/ZeusTest/GAS/GE_Veneno.uasset
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Content/ZeusTest/PCG/PCG_Espalhar.uasset
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Content/ZeusTest/Textures/T_BackdropBg.uasset
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