Mateus Rodrigues 34e9dbe454 feat(char-spawn): Fase 4 — DT_Maps + pawn reposicionado na pos do DB
Cliente UE (foco da frente):
- FZMMOMapDef + FZMMOMapSpawn (Source/ZMMO/Data/World/MapDef.h) — row do
  DT_Maps com MapId/DisplayName/ClientLevel/Spawns[] taggeados
- DT_Maps.uasset (Content/ZMMO/Data/World/) — 1 row "TestWorld" mapId=1
  apontando pra L_TestWorld + spawn "default" em (0,0,200)
- L_TestWorld movido: /Game/ThirdPerson/TestWorld -> /Game/ZMMO/Maps/World/L_TestWorld
  (75 ext actors WP duplicados, original deletado)
- ZMMOCharSummary.MapName (FString) -> MapId (int32)
- UIUserLobbyScreen_Base parseia uint16 mapId no S_CHAR_SELECT_OK + chama
  Flow->TravelToMapById(mapId) + Flow->SetPendingSpawnPose(pos, yaw)
- UIFrontEndFlowSubsystem: MapsTableAsset (config), FindMapDef,
  ResolveLevelPathByMapId, TravelToMapById, SetPendingSpawnPose/Consume
- AZMMOPlayerCharacter::BeginPlay: consome PendingSpawnPose do Flow e
  SetActorLocationAndRotation no pawn local (substitui PlayerStart default)
- DefaultGame.ini: MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
- .gitignore: + .vscode/

Outras mudancas no working tree (paralelas a esta frente):
- Content/AutoCreated/MMOWidget/Widgets/WBP_* (boot/login/charselect/etc.)
- Content/AutoCreated/MMOWidget/Fonts/Font_* + font_*_Face
- Refatoracao de fontes ZMMO/UI/Fonts (FF_* deletadas, F_* + Face)
- Content/__ExternalActors__/ZMMO/Debug/Maps/L_Test_UI/* (75 actors)
- Content/Editor/ZeusUMGForge/FontMap.uasset
- Content/ZMMO/UI/Shared/UI_CheckBox_Master.uasset
- Content/ExternalContent/{Fab,Marketplace,Megascans}/.gitkeep
- Content/ThirdPerson/Menu.umap
2026-05-23 02:00:48 -03:00
2026-05-07 20:17:53 -03:00

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/AZMMOPlayerController com Enhanced Input + virtual joystick opcional.
  • Source/ZMMO/Game/Modes/AZMMOGameMode e UZMMOGameInstance (auto-connect ao servidor Zeus em Init).
  • Source/ZMMO/Game/Network/UZMMOWorldSubsystem (registry EntityId -> AActor*, dispatch dos delegates do UZeusNetworkSubsystem).

Dependencias

  • Unreal Engine 5.7
  • Plugin ZeusNetwork (do projecto servidor, em Server/Plugins/Unreal/)
  • Plugin ZeusMapTools (editor-only, opcional)

Smoke test

  1. Servidor Zeus a correr em 127.0.0.1:27777.
  2. Abrir ZMMO.uproject, aguardar build do modulo ZMMO.
  3. PIE: confirmar [Zeus] Connected to server 127.0.0.1:27777 no Output Log e o spawn do pawn local com EntityId autoritativo.

Configuracao

  • bAutoConnectOnStart (default true) em UZMMOGameInstance. Desligar quando existir UI de login.
  • Config/DefaultEngine.ini aponta GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode.
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