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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)
| Name | FMockRootMotionInputCmd |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockRootMotionSimulation.h |
| Include Path | #include "MockRootMotionSimulation.h" |
Syntax
struct FMockRootMotionInputCmd
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PlaySource | TMockRootMotionSourceProxy | State that is generated by the client. | MockRootMotionSimulation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void NetSerialize
(
const FNetSerializeParams& P |
MockRootMotionSimulation.h | ||
void ToString
(
FAnsiStringBuilderBase& Out |
MockRootMotionSimulation.h |