Estende o componente (que ja existia como debug overlay) com: - TSet<int64> VisibleEntityIds_ espelhando ENT_SPAWN/ENT_DESPAWN do V1 - Delegates BlueprintAssignable: OnEntityEnteredAOI(EntityId) + OnEntityExitedAOI(EntityId, Reason) - BlueprintPure: GetVisibleEntityCount, GetVisibleEntityIds, IsEntityVisible, GetSelfEntityId - Bind/unbind dos delegates DYNAMIC do UZeusNetworkingClientSubsystem (AddDynamic/RemoveDynamic) no BeginPlay/EndPlay - Self-entity filtrada via OnSelfEntityAssigned -- proprio char nao trackeia Sem histerese client-side (server ja filtra com margem ~2048cm; se aparecer flapping visual, adicionar depois). Memoria: project_aoi_client_component. NAO testado in-game. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
ZMMO — Cliente Unreal Zeus MMO
Cliente Unreal Engine 5.7 do projecto Zeus. Implementa o pipeline "cliente solto + servidor valida input/velocidade" definido em ADR 0038 (landscape autoritativo no cliente; servidor reservado para colisao de objectos).
Arquitectura
Source/ZMMO/Game/Entity/—IZMMOEntityInterface,AZMMOEntity,AZMMOPlayerCharacter(local, CMC livre),AZMMOPlayerProxy(remoto, snapshot-only).Source/ZMMO/Game/Controller/—AZMMOPlayerControllercom Enhanced Input + virtual joystick opcional.Source/ZMMO/Game/Modes/—AZMMOGameModeeUZMMOGameInstance(auto-connect ao servidor Zeus emInit).Source/ZMMO/Game/Network/—UZMMOWorldSubsystem(registryEntityId -> AActor*, dispatch dos delegates doUZeusNetworkSubsystem).
Dependencias
- Unreal Engine 5.7
- Plugin
ZeusNetwork(do projecto servidor, emServer/Plugins/Unreal/) - Plugin
ZeusMapTools(editor-only, opcional)
Smoke test
- Servidor Zeus a correr em
127.0.0.1:27777. - Abrir
ZMMO.uproject, aguardar build do moduloZMMO. - PIE: confirmar
[Zeus] Connected to server 127.0.0.1:27777no Output Log e o spawn do pawn local comEntityIdautoritativo.
Configuracao
bAutoConnectOnStart(defaulttrue) emUZMMOGameInstance. Desligar quando existir UI de login.Config/DefaultEngine.iniapontaGlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode.
Description
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