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Unreal Engine C++ API Reference > Plugins > NetworkPredictionExtras
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- 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&40;Abstract&41;
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 | PhysicsVolumeChanged
(
APhysicsVolume* NewVolume |
|
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void | SetUpdatedComponent
(
USceneComponent* NewUpdatedComponent |
Basic "Update Component/Ticking". |
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void |
Overridden from UActorComponent
Type | Name | Description | |
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void | Initializes the component. | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | RegisterComponentTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions |