Navigation
API > API/Plugins > API/Plugins/Mover
| Name | IMoverBackendLiaisonInterface |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverBackendLiaison.h |
| Include Path | #include "Backends/MoverBackendLiaison.h" |
Syntax
class IMoverBackendLiaisonInterface
Derived Classes
- UChaosMoverBackendComponent
- UMoverNetworkPhysicsLiaisonComponentBase
- UMoverNetworkPredictionLiaisonComponent
- UMoverStandaloneLiaisonComponent
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetCurrentSimFrame() |
Backends/MoverBackendLiaison.h | ||
float GetCurrentSimTimeMs() |
Backends/MoverBackendLiaison.h | ||
virtual bool IsAsync() |
Whether this backend will simulate movement asynchronously. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPendingSyncState
(
FMoverSyncState& OutSyncState |
Pending State: the simulation state currently being authored. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPresentationSyncState
(
FMoverSyncState& OutSyncState |
Presentation State: the most recent presentation state, possibly the result of interpolation or smoothing. Writing to it does not affect the official simulation record. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPrevPresentationSyncState
(
FMoverSyncState& OutSyncState |
Previous Presentation State: the state that our optional smoothing process is moving away from, towards a more recent state. Writing to it does not affect the official simulation record. | Backends/MoverBackendLiaison.h | |
virtual EDataValidationResult ValidateData
(
FDataValidationContext& Context, |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePendingSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePrevPresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h |