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Unreal Engine C++ API Reference > Plugins > NetworkPredictionExtras
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockRootMotionSimulation.h |
Include | #include "MockRootMotionSimulation.h" |
Syntax
struct FMockRootMotionInputCmd
Remarks
This is an initial prototype of root motion in the Network Prediction system. It is meant to flesh out some ideas before settling on a final design for the future of root motion. In other words, we do not expect the code here in NetworkPredictionExtas to be used directly in shipping systems. High level idea: -Get montage based root motion stood up -Expand on the idea of "Root Motion Sources" meaning any kind of motion-driving logic that can be decoupled from the "character/pawn movement system" -This would include simple curve based motions, programatically defined motion ("move towards actor"), or more complex, dynamic animation based motion. -Eventually this folds back into the "new movement system" and/or possibly becomes something that can stand on its own without being driven by the former (TBD). Issues / Callouts: -UObject* replication inside NP sync/aux state is not supported (Without disabling WithNetSharedSerialization)
Variables
Type | Name | Description | |
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TMockRootMotionSourceProxy | PlaySource | State that is generated by the client. |
Functions
Type | Name | Description | |
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void | NetSerialize
(
const FNetSerializeParams& P |
|
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void | ToString
(
FAnsiStringBuilderBase& Out |