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Unreal Engine C++ API Reference > Plugins > NetworkPredictionExtras
Inheritance Hierarchy
- UActorComponent
- UNetworkPredictionComponent
- UBaseMovementComponent
- UCharacterMotionComponent
- UMockCharacterAbilityComponent
- UFlyingMovementComponent
- UMockFlyingAbilityComponent
- UMockPhysicsComponent
- UMockRootMotionComponent
- UParametricMovementComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/BaseMovementComponent.h |
Include | #include "BaseMovementComponent.h" |
Syntax
UCLASS (Abstract)
class UBaseMovementComponent : public UNetworkPredictionComponent
Remarks
Base component for movement. This essentially has the generic glue for selecting an UpdatedComponent and moving it along the world It is abstract in that you still need to define which simulation the component runs (via ::InstantiateNetworkedSimulation)
Variables
Type | Name | Description | |
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TObjectPtr< USceneComponent > | UpdatedComponent | |
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TObjectPtr< UPrimitiveComponent > | UpdatedPrimitive |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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UPrimitiveComponent * | Used by NetworkPrediction driver for physics interpolation case. | |
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void | OnBeginOverlap
(
UPrimitiveComponent* OverlappedComp, |
Callbacks. |
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void | OnRegister () |
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void | PhysicsVolumeChanged
(
APhysicsVolume* NewVolume |
|
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void | RegisterComponentTickFunctions
(
bool bRegister |
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void | SetUpdatedComponent
(
USceneComponent* NewUpdatedComponent |
Basic "Update Component/Ticking". |
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void |
Overridden from UNetworkPredictionComponent
Type | Name | Description | |
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void |