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IndependentTick Interpolation
This gets messier due to non-server controlled simulations. The nature of independent ticking is that they will tick at whatever rate the controlling client is running at.
This service keeps its own per-sim internal frame buffer of {Sync, Aux, Timestamp} data. Most work happens in FinalizeFrame: REconcile just copies the received data to the internal buffer.
We potentially could special case server-controlled independent simulations since they will at least all line up on the same frame boundaries (rep frequency will mean there are still gaps though). But we don't distinguish this (server remote vs local) on simulated clients. Seems simpler to just handle all SP sims the same.
| Name | IIndependentInterpolateService |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/Services/NetworkPredictionService_Interpolate.inl |
| Include Path | #include "Services/NetworkPredictionService_Interpolate.inl" |
Syntax
class IIndependentInterpolateService
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IIndependentInterpolateService() |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinalizeFrame
(
float DeltaTimeSeconds, |
|||
void Reconcile
(
const FVariableTickState* TickState |