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MoverNetworkPredictionLiaisonComponent: this component acts as a middleman between an actor's Mover component and the Network Prediction plugin. This class is set on a Mover component as the "back end".
| Name | UMoverNetworkPredictionLiaisonComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverNetworkPredictionLiaison.h |
| Include Path | #include "Backends/MoverNetworkPredictionLiaison.h" |
Syntax
UCLASS (MinimalAPI)
class UMoverNetworkPredictionLiaisonComponent :
public UNetworkPredictionComponent ,
public IMoverBackendLiaisonInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UNetworkPredictionComponent → UMoverNetworkPredictionLiaisonComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoverNetworkPredictionLiaisonComponent() |
Backends/MoverNetworkPredictionLiaison.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinalizeFrame
(
const FMoverSyncState* SyncState, |
Take output for simulation. Called by Network Prediction system. | Backends/MoverNetworkPredictionLiaison.h | |
void FinalizeSmoothingFrame
(
const FMoverSyncState* SyncState, |
Take output for smoothing. Called by Network Prediction system. | Backends/MoverNetworkPredictionLiaison.h | |
void InitializeSimulationState
(
FMoverSyncState* OutSync, |
Seed initial values based on component's state. Called by Network Prediction system. | Backends/MoverNetworkPredictionLiaison.h | |
void ProduceInput
(
const int32 DeltaTimeMS, |
Get latest local input prior to simulation step. Called by Network Prediction system on owner's instance (autonomous or authority). | Backends/MoverNetworkPredictionLiaison.h | |
void RestoreFrame
(
const FMoverSyncState* SyncState, |
Restore a previous frame prior to resimulating. Called by Network Prediction system. | Backends/MoverNetworkPredictionLiaison.h | |
void SimulationTick
(
const FNetSimTimeStep& TimeStep, |
Primary movement simulation update. Given an starting state and timestep, produce a new state. Called by Network Prediction system. | Backends/MoverNetworkPredictionLiaison.h |
Overridden from UNetworkPredictionComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeNetworkPredictionProxy() |
Backends/MoverNetworkPredictionLiaison.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual void InitializeComponent() |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual void OnRegister() |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual void RegisterComponentTickFunctions
(
bool bRegister |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual void UninitializeComponent() |
Backends/MoverNetworkPredictionLiaison.h |
Overridden from IMoverBackendLiaisonInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetCurrentSimFrame() |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual double GetCurrentSimTimeMs() |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual bool ReadPendingSyncState
(
FMoverSyncState& OutSyncState |
Pending State: the simulation state currently being authored. | Backends/MoverNetworkPredictionLiaison.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/MoverNetworkPredictionLiaison.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/MoverNetworkPredictionLiaison.h | |
virtual EDataValidationResult ValidateData
(
FDataValidationContext& Context, |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual bool WritePendingSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual bool WritePresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverNetworkPredictionLiaison.h | ||
virtual bool WritePrevPresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverNetworkPredictionLiaison.h |