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API > API/Plugins > API/Plugins/NetworkPrediction
Server -> AP Client
The Fixed/Independent ticking cases differ a bit but still share the same the core payload: Sync/Aux/Physics/Cues. Fixed tick sends last consumed client input frame # ANd the server frame in order to correlate client/server frame numbers. Independent tick sends last consumed client input frame # + TotalSimTime in order to detect dropped frames.
Where this data comes from differs between Fixed/Independent.
| Name | TCommonReplicator_AP |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionSerialization.h |
| Include Path | #include "NetworkPredictionSerialization.h" |
Syntax
template<typename ModelDef>
class TCommonReplicator_AP
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void NetRecv
(
const FNetSerializeParams& P, |
NetworkPredictionSerialization.h | ||
static void NetSend
(
const FNetSerializeParams& P, |
NetworkPredictionSerialization.h |