feat(frontend): esqueleto CommonUI de MainMenu (boot→login→lobby)
Estrutura principal de front-end estilo Lyra portada para C++ proprio do ZMMO (sem CommonGame), seguindo o padrao C++ Abstract -> WBP concreto: - EZMMOFrontEndState / EZMMOLobbyPage e GameplayTags UI.Layer.* nativos - UUIActivatableScreen_Base: base de tela (input config, hook de tema, voltar) espelhando o padrao de UUIButton_Base - UUIPrimaryGameLayout_Base: switch principal (4 stacks CommonUI/camada) - UUIManagerSubsystem (LocalPlayer): dono do root layout, idempotente - UUIFrontEndFlowSubsystem (GameInstance): maquina de estados + driver de rede (Boot->Connecting->Login->ServerSelect->Lobby->EnteringWorld ->InWorld); Lobby e o hub logado, paginas internas = EZMMOLobbyPage - UUIFrontEndScreenSet (DataAsset): mapa estado->tela, forge-ready - AZMMOFrontEndGameMode + AZMMOFrontEndPlayerController - GameInstance: bAutoConnectOnStart=false (conexao dirigida pelo fluxo) - Build.cs: +GameplayTags; ARQUITETURA.md PR-first (s2.1/2.2/3.3/4.8/5) - Assets: L_FrontEnd (GameMode via World Settings), WBP_PrimaryGameLayout, DA_FrontEndScreenSet; Config wiring WBPs de pagina (Boot/Login/...) virao do Zeus UMG Forge depois (s4.8). Smoke test PIE OK: root layout no viewport, fluxo Boot->Connecting, no-op+log para telas nao configuradas, sem crash. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -24,3 +24,8 @@ ProjectName=Third Person Game Template
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;CalendarTable=/Game/ZMMO/UI/Themes/DT_ThemeCalendar.DT_ThemeCalendar
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UIStyleTable=/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles
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;DevThemeOverride=Christmas
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[/Script/ZMMO.UIFrontEndFlowSubsystem]
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; Mapa estado->tela. O DA já existe (RootLayoutClass = WBP_PrimaryGameLayout);
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; StateScreens fica vazio até os WBPs de página virem do Zeus UMG Forge (§4.8).
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ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
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