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>