Navigation
API > API/Plugins > API/Plugins/NetworkPredictionExtras
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- APawn
- ANetworkPredictionExtrasFlyingPawn
- ANetworkPredictionExtrasFlyingPawn_MockAbility
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/NetworkPredictionExtrasFlyingPawn.h |
Include | #include "NetworkPredictionExtrasFlyingPawn.h" |
Syntax
UCLASS&40;&41;
class ANetworkPredictionExtrasFlyingPawn : public APawn
Remarks
Sample pawn that uses UFlyingMovementComponent. The main thing this provides is actually producing user input for the component/simulation to consume.
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bFakeAutonomousProxy | Actor will behave like autonomous proxy even though not posessed by an APlayercontroller. |
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TObjectPtr< UFlyingMovementComponent > | FlyingMovementComponent | |
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ENetworkPredictionExtrasFlyingInputPreset | InputPreset |
Constructors
Type | Name | Description | |
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ANetworkPredictionExtrasFlyingPawn
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddMaxMoveSpeed
(
float AdditiveMaxMoveSpeed |
|
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float | ||
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void | PrintDebug () |
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void | ProduceInput
(
const int32 DeltaMS, |
|
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void | SetMaxMoveSpeed
(
float NewMaxMoveSpeed |
Overridden from APawn
Type | Name | Description | |
---|---|---|---|
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void | SetupPlayerInputComponent
(
UInputComponent* PlayerInputComponent |
Allows a Pawn to set up custom input bindings. |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Overridable native event for when play begins for this actor. |
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UNetConnection * | Get the owning connection used for communicating between client/server | |
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void | Tick
(
float DeltaSeconds |
Function called every frame on this Actor. |