Navigation
API > API/Plugins > API/Plugins/Mover
MoverStandaloneLiaison: this component acts as a backend driver for an actor's Mover component, for use in Standalone (non-networked) games. This class is set on a Mover component as the "back end".
| Name | UMoverStandaloneLiaisonComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverStandaloneLiaison.h |
| Include Path | #include "Backends/MoverStandaloneLiaison.h" |
Syntax
UCLASS (MinimalAPI)
class UMoverStandaloneLiaisonComponent :
public UActorComponent ,
public IMoverBackendLiaisonInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMoverStandaloneLiaisonComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoverStandaloneLiaisonComponent
(
const FObjectInitializer& ObjectInitializer |
Backends/MoverStandaloneLiaison.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| WorkingEndData | FMoverTickEndData | Backends/MoverStandaloneLiaison.h | ||
| WorkingStartData | FMoverTickStartData | Internal-use-only tick data structs, for efficiency since they typically have the same contents from frame to frame. | Backends/MoverStandaloneLiaison.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddTickDependency
(
UActorComponent* OtherComponent, |
Adds a tick dependency between another component and one of mover's tick functions. | Backends/MoverStandaloneLiaison.h |
|
FTickFunction * FindTickFunction
(
EMoverTickPhase MoverTickPhase |
Backends/MoverStandaloneLiaison.h | ||
bool GetEnableProduceInput() |
Whether this instance will have its produce-input tick called. | Backends/MoverStandaloneLiaison.h |
|
bool GetUseAsyncMovementSimulationTick() |
Backends/MoverStandaloneLiaison.h |
|
|
bool GetUseAsyncProduceInput() |
Backends/MoverStandaloneLiaison.h |
|
|
void SetEnableProduceInput
(
bool bEnableInputProduction |
Sets whether this instance's produce-input tick will run at all. | Backends/MoverStandaloneLiaison.h |
|
void SetUseAsyncMovementSimulationTick
(
bool bUseAsyncMovementSim |
Sets whether this instance's movement simulation tick can run on worker threads or not. | Backends/MoverStandaloneLiaison.h |
|
void SetUseAsyncProduceInput
(
bool bUseAsyncInputProduction |
Sets whether this instance's produce input can run on worker threads or not. | Backends/MoverStandaloneLiaison.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
Backends/MoverStandaloneLiaison.h | ||
virtual void RegisterComponentTickFunctions
(
bool bRegister |
Backends/MoverStandaloneLiaison.h |
Overridden from IMoverBackendLiaisonInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetCurrentSimFrame() |
Backends/MoverStandaloneLiaison.h | ||
virtual double GetCurrentSimTimeMs() |
Backends/MoverStandaloneLiaison.h | ||
virtual bool ReadPendingSyncState
(
FMoverSyncState& OutSyncState |
Pending State: the simulation state currently being authored. | Backends/MoverStandaloneLiaison.h | |
virtual bool WritePendingSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverStandaloneLiaison.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnControllerChanged
(
APawn* Pawn, |
Called when controller changes, used to manage ticking dependencies. | Backends/MoverStandaloneLiaison.h | |
void TickApplySimulationState
(
float DeltaSeconds |
Backends/MoverStandaloneLiaison.h | ||
void TickInputProduction
(
float DeltaSeconds |
Backends/MoverStandaloneLiaison.h | ||
void TickMovementSimulation
(
float DeltaSeconds |
Backends/MoverStandaloneLiaison.h | ||
void UpdateSimulationTime() |
Backends/MoverStandaloneLiaison.h |