90484876f06c9fc40b54c181ec4653f8cb8292f0
- PlayerState ganha CharName (Replicated) + SetCharInfo(CharName, GuildName) - ZMMOPlayerCharacter assina FZeusOnCharInfoReceived; TryApplyCachedCharInfo resolve race se S_CHAR_INFO chega antes do pawn possuir - UIPlayerStatus_Window header le PlayerState->CharName (fallback p/ GetPlayerName) em vez do "Mateuus-61E9B19A4FB2" generico Co-Authored-By: Claude Opus 4.7 (1M context) <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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