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Unreal Engine C++ API Reference > Plugins > NetworkPredictionExtras > FMockRootMotionInputCmd
Syntax
TMockRootMotionSourceProxy PlaySource
Remarks
State that is generated by the client. Strictly speaking for RootMotion, an InputCmd doesn't make sense - input is the concern of the higher level system that would decide to play RootMotions. For this mock example though, we'll make an InputCmd that can trigger an animation to play from the client. That way, the client can initiate an animation predictively.
The real world example would be more like "InputCmd says activate an abilty, the ability says to play a montage".