Navigation
API > API/Plugins > API/Plugins/ChaosMover
Version of a FScheduledInstantMovementEffect with networkable instanced struct instead.
| Name | FChaosNetInstantMovementEffect |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/ChaosMoverSimulationTypes.h |
| Include Path | #include "ChaosMover/ChaosMoverSimulationTypes.h" |
Syntax
USTRUCT ()
struct FChaosNetInstantMovementEffect
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShouldRollBack | bool | Whether this effect should rollback or not We do not net serialize this value since any effect received from the network should always be rolled back Only effects that were issued locally by the game thread should NOT roll back since resimulation does not run game thread logic again and will fail to generate them again | ChaosMover/ChaosMoverSimulationTypes.h |
|
| Effect | TInstancedStruct< FInstantMovementEffect > | Eventually we want this to be a UPROPERTY so it can be displayed automatically in CVD However this causes a crash when CVD tries to load this property in SerializeTaggedProperty because it relies on the serialization of the struct class as a UObject, which is not supported by the type of archives used to send and receive Mover debug data to CVD | ChaosMover/ChaosMoverSimulationTypes.h |
|
| ExecutionServerFrame | int32 | ChaosMover/ChaosMoverSimulationTypes.h |
|
|
| IssuanceServerFrame | int32 | ChaosMover/ChaosMoverSimulationTypes.h |
|
|
| UniqueID | uint8 | ChaosMover/ChaosMoverSimulationTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScheduledInstantMovementEffect AsScheduledInstantMovementEffect() |
ChaosMover/ChaosMoverSimulationTypes.h |