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Per-Receiver dispatch table. This is how we go from a serialized ID to a function call
| Name | TCueDispatchTable |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionCues.h |
| Include Path | #include "NetworkPredictionCues.h" |
Syntax
template<typename TCueHandler>
class TCueDispatchTable
Structs
| Name | Remarks |
|---|---|
| FCueTypeInfo |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Singleton | TCueDispatchTable< TCueHandler > | NetworkPredictionCues.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CueTypeInfoMap | TMap< FNetSimCueTypeId, FCueTypeInfo > | NetworkPredictionCues.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Dispatch
(
FSavedCue& SavedCue, |
NetworkPredictionCues.h | ||
void RegisterType() |
All types that the receiver can handle must be registered here. This is where we create the TFunction to call ::HandleCue. | NetworkPredictionCues.h | |
void Reset() |
NetworkPredictionCues.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TCueDispatchTable< TCueHandler > & Get() |
NetworkPredictionCues.h |