c0f6d32d95ef2676a8bd8dd7231c8ad230bdf26a
Rodando sem Jitter visivel.
- DECLARE/DEFINE LogZeusHandoff/AOI/Proxy/HaloTransition no modulo
ZMMO (nao no plugin) por causa do adaptive non-unity build do UBT
que usa git status do repo do cliente -- plugin em outro repo nao
dispara rebuild quando edit so o header dele.
- ZeusAOIComponent::HandleAoiConfig loga raios recebidos do server
pra cruzar com Net.AOI server-side ("AOI cfg recv interestCm=6000
(60m) despawnCm=8000 (80m)").
- Parte da milestone 2026-06-11: proxy/PIE estaveis apos fix de
double-emit AOI no server (AOIRegistry::ForceTickNow).
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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