Estende o componente (que ja existia como debug overlay) com: - TSet<int64> VisibleEntityIds_ espelhando ENT_SPAWN/ENT_DESPAWN do V1 - Delegates BlueprintAssignable: OnEntityEnteredAOI(EntityId) + OnEntityExitedAOI(EntityId, Reason) - BlueprintPure: GetVisibleEntityCount, GetVisibleEntityIds, IsEntityVisible, GetSelfEntityId - Bind/unbind dos delegates DYNAMIC do UZeusNetworkingClientSubsystem (AddDynamic/RemoveDynamic) no BeginPlay/EndPlay - Self-entity filtrada via OnSelfEntityAssigned -- proprio char nao trackeia Sem histerese client-side (server ja filtra com margem ~2048cm; se aparecer flapping visual, adicionar depois). Memoria: project_aoi_client_component. NAO testado in-game. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
15 KiB
15 KiB