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State we are evolving frame to frame and keeping in sync (frequently changing). It is composed of a collection of typed structs that can be customized per project. Mover actors are required to have FMoverDefaultSyncState as one of these structs.
| Name | FMoverSyncState |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoverSimulationTypes.h |
| Include Path | #include "MoverSimulationTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FMoverSyncState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMoverSyncState() |
MoverSimulationTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LayeredMoveInstances | FLayeredMoveInstanceGroup | Additional moves influencing our proposed motion. | MoverSimulationTypes.h |
|
| LayeredMoves | FLayeredMoveGroup | Additional moves influencing our proposed motion. | MoverSimulationTypes.h |
|
| MovementMode | FName | The mode we ended up in from the prior frame, and which we'll start in during the next frame. | MoverSimulationTypes.h |
|
| MovementModifiers | FMovementModifierGroup | Additional modifiers influencing our simulation. | MoverSimulationTypes.h |
|
| SyncStateCollection | FMoverDataCollection | MoverSimulationTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UScriptStruct * GetStruct() |
MoverSimulationTypes.h | ||
bool HasSameContents
(
const FMoverSyncState& Other |
MoverSimulationTypes.h | ||
void Interpolate
(
const FMoverSyncState* From, |
MoverSimulationTypes.h | ||
void NetSerialize
(
const FNetSerializeParams& P |
MoverSimulationTypes.h | ||
void Reset() |
Resets the sync state to its default configuration and removes any active or queued layered modes and modifiers | MoverSimulationTypes.h | |
bool ShouldReconcile
(
const FMoverSyncState& AuthorityState |
MoverSimulationTypes.h | ||
void ToString
(
FAnsiStringBuilderBase& Out |
MoverSimulationTypes.h |