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Invoked and replicated to all. NetIdentical testing to avoid double playing, rollbackable so that it can (re)play during resimulates Most expensive (bandwidth/CPU) and requires rollback callbacks to be implemented to be correct. But will always be shown "as correct as possible"
| Name | Strong |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionCueTraits.h |
| Include Path | #include "NetworkPredictionCueTraits.h" |
Syntax
struct Strong
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InvokeMask | ENetSimCueInvoker | NetworkPredictionCueTraits.h | |
| ReplicationTarget | ENetSimCueReplicationTarget | NetworkPredictionCueTraits.h | |
| Resimulate | bool | NetworkPredictionCueTraits.h |