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FixedTick Interpolation
Since all fix tick sims agree on frame number, most work can be shared. The main concerns here are keeping valid data in the Frame buffer. As we NetRecv, make sure we have a continuous line of valid frames between to ToFrame and received frame. When interpolating, make sure we haven't been starved on replication.
Note: Interpolation ignores the TickState->Offset that forward predicted services use. Instead, we copy into the local frame buffers @ the server frame numbers.
| Name | IFixedInterpolateService |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/Services/NetworkPredictionService_Interpolate.inl |
| Include Path | #include "Services/NetworkPredictionService_Interpolate.inl" |
Syntax
class IFixedInterpolateService
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IFixedInterpolateService() |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinalizeFrame
(
float DeltaTimeSeconds, |
|||
void Reconcile
(
const FFixedTickState* TickState |