Navigation
API > API/Plugins > API/Plugins/NetworkPrediction
Server -> SP Client Like the AP case, the core payload is the same between fixed and independent: Input/Sync/Aux/Physics/Cues
There are actually 3 cases to consider here:
Fixed Tick: only sends server frame #
Independent Tick, remotely controlled: send total sim time, which comes from the server's TServerRecvData_Independent for the controlling client.
Independent Tick, locally controlled: send total sim time, which comes from the server's local VariableTickState.
| Name | TCommonReplicator_SP |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionSerialization.h |
| Include Path | #include "NetworkPredictionSerialization.h" |
Syntax
template<typename InModelDef>
class TCommonReplicator_SP
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ModelDef | InModelDef | NetworkPredictionSerialization.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void NetRecv
(
const FNetSerializeParams& P, |
NetworkPredictionSerialization.h | ||
static void NetSend
(
const FNetSerializeParams& P, |
NetworkPredictionSerialization.h |