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WARNING - This class will be removed. Please use UChaosMoverBackend instead
MoverNetworkPhysicsLiaisonComponent: This component acts as a middleman between an actor's Mover component and the chaos physics network prediction system. This class is set on a Mover component as the "back end".
| Name | UMoverNetworkPhysicsLiaisonComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverNetworkPhysicsLiaison.h |
| Include Path | #include "Backends/MoverNetworkPhysicsLiaison.h" |
Syntax
UCLASS (MinimalAPI, DisplayName="DEPRECATED Mover Network Physics Liaison Component")
class UMoverNetworkPhysicsLiaisonComponent : public UMoverNetworkPhysicsLiaisonComponentBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMoverNetworkPhysicsLiaisonComponentBase → UMoverNetworkPhysicsLiaisonComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoverNetworkPhysicsLiaisonComponent() |
Backends/MoverNetworkPhysicsLiaison.h |
Functions
Public
Overridden from UMoverNetworkPhysicsLiaisonComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConsumeOutput_External
(
const FPhysicsMoverAsyncOutput& Output, |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual void OnContactModification_Internal
(
const FPhysicsMoverAsyncInput& Input, |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual void PostPhysicsUpdate_External() |
Backends/MoverNetworkPhysicsLiaison.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool HasValidPhysicsState() |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual void OnCreatePhysicsState() |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual void OnDestroyPhysicsState() |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual void OnRegister() |
Backends/MoverNetworkPhysicsLiaison.h |
Overridden from IMoverBackendLiaisonInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult ValidateData
(
FDataValidationContext& Context, |
Backends/MoverNetworkPhysicsLiaison.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DestroyConstraint() |
Backends/MoverNetworkPhysicsLiaison.h | ||
void SetupConstraint() |
Backends/MoverNetworkPhysicsLiaison.h | ||
void UpdateConstraintSettings() |
Backends/MoverNetworkPhysicsLiaison.h |
Overridden from UMoverNetworkPhysicsLiaisonComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanProcessInputs_Internal
(
const FPhysicsMoverAsyncInput& Input |
Called at the beginning of PreSimulate_Internal to verify that everything is in order. | Backends/MoverNetworkPhysicsLiaison.h | |
virtual bool CanSimulate_Internal
(
const FPhysicsMoverSimulationTickParams& TickParams, |
Called at the beginning of PreSimulate_Internal to verify that everything is in order. | Backends/MoverNetworkPhysicsLiaison.h | |
virtual Chaos::FPhysicsObject * GetControlledPhysicsObject() |
Override in child classes to return the chaos particle for the component the Mover wants to move. | Backends/MoverNetworkPhysicsLiaison.h | |
virtual void HandleComponentPhysicsStateChanged
(
UPrimitiveComponent* ChangedComponent, |
Backends/MoverNetworkPhysicsLiaison.h | ||
virtual bool HasValidState() |
Catchall to verify that the state of this object is valid (called from both the PT and the GT) | Backends/MoverNetworkPhysicsLiaison.h | |
virtual void PerformPreSimulate_Internal
(
const FPhysicsMoverSimulationTickParams& TickParams, |
Actually do the PreSimulate work on the PT. | Backends/MoverNetworkPhysicsLiaison.h | |
virtual void PerformProcessInputs_Internal
(
int32 PhysicsStep, |
Actually do the ProcessInputs work on the PT. | Backends/MoverNetworkPhysicsLiaison.h |