- 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>