Estrutura inicial do cliente Unreal Zeus MMO alinhada ao padrao "cliente solto + servidor valida input/velocidade" (ADR 0038): - Source/ZMMO/Game/Entity/ — IZMMOEntityInterface, AZMMOEntity (base AActor para Mob/NPC/Object), AZMMOPlayerCharacter (player local com CMC livre, Enhanced Input, envio de C_INPUT_AXIS), AZMMOPlayerProxy (snapshot-only para players remotos). - Source/ZMMO/Game/Controller/ — AZMMOPlayerController com IMC defaults (IMC_Default + IMC_MouseLook) e suporte opcional a virtual joystick. - Source/ZMMO/Game/Modes/ — AZMMOGameMode (defaults para PlayerCharacter / PlayerController), UZMMOGameInstance (auto-connect ao servidor Zeus em Init e logging dos eventos OnConnected/OnDisconnected/...). - Source/ZMMO/Game/Network/ — UZMMOWorldSubsystem (registry EntityId -> AActor*, dispatch dos delegates OnPlayerSpawned/Despawned/ StateUpdate; ignora snapshots locais do cliente solto). - Config/DefaultEngine.ini — GlobalDefaultGameMode aponta para /Script/ZMMO.ZMMOGameMode; GameInstanceClass para /Script/ZMMO.ZMMOGameInstance; redirects para a nova hierarquia. - ZMMO.Build.cs — depende de ZeusNetwork; PublicIncludePaths para a nova arvore Game/Entity|Controller|Modes|Network. - Content — assets do template ThirdPerson (Mannequins, IAs/IMCs, Lvl_ThirdPerson + TestWorld). Os Variant_* levels ficam no commit inicial mas serao limpos numa proxima sessao com aprovacao explicita (Master Rule para .umap/.uasset). Notas: - BP_ThirdPersonCharacter/GameMode/PlayerController ainda apontam para a hierarquia antiga e estao a aguardar aprovacao para remocao (Master Rule). - README.md descreve a arquitectura e o smoke test de conexao.
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