feat(ui): Input/Label widgets via FSlateBrush + Lembrar Acesso
- UI_Input_Master refatorado: SizeBox -> Overlay -> Background/Stroke (UImage) + EditableTextBox. Cor magenta default eliminada — UImages atrás pintam o visual via DT_UI_Styles. - UI_Label_Master novo: wrapper "label + input" com 2 slots de UI_Input_Master (Stacked/Inline). Reaproveita o input puro como composição reutilizável. - UILabel_Base/UIInput_Base (C++): hierarquia limpa, propagação de Variant/ HintText/FontSize/PreferredWidth/Height/bIsPassword pai->filho com passthrough em 0/vazio (override só quando setado). - FUIStyleInput*: campos avulsos (BackgroundColor/Texture/DrawAs/Margin) trocados por FSlateBrush completo — DT expõe agora Image, ImageSize, Matiz, Desenhar como, Ladrilhos, Margin, UV no Designer. - 11 texturas Hyper copiadas (T_Bar_Gradient_Background_Long + 10 borders) e referenciadas em DT_UI_Styles row Default (Backgrounds + Strokes das 4 variantes Box/Outline/Underline/Search). - ZMMOThemeSubsystem.Initialize: força chamada de ResolveActiveUIStyle mesmo quando ActiveTheme não muda — evita ActiveUIStyle ficar vazio quando DefaultThemeAsset é nullptr (sintoma: Brushes não renderizavam em PIE/runtime). - "Lembrar Acesso": UZMMOLoginSaveGame nova (USaveGame com SavedUsername + bRememberAccess), load assíncrono em NativeOnActivated, save/delete em HandleLoginClicked. Slot "LoginCache" em Saved/SaveGames/. Padrão alinhado com jogos comerciais — nunca persiste senha (CWE-256); refresh token + DPAPI virão quando auth real entrar. - WBP_Login: Input_User/Password agora são UI_Label_Master_C; checkbox Lembrar bindada por nome (RememberAccess -> UUICheckBox_Base*). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Content/ZMMO/UI/FrontEnd/WBP_Login.uasset
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Content/ZMMO/UI/Shared/UI_Input_Master.uasset
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Content/ZMMO/UI/Shared/UI_Label_Master.uasset
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Content/ZMMO/UI/Textures/Hyper/UI_Borders/T_Line-512-10.uasset
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Content/ZMMO/UI/Textures/Hyper/UI_Borders/T_Line-512-10.uasset
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