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ActorComponent for running CharacterMotion
| Name | UCharacterMotionComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/CharacterMotionComponent.h |
| Include Path | #include "CharacterMotionComponent.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UCharacterMotionComponent : public UBaseMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UNetworkPredictionComponent → UBaseMovementComponent → UCharacterMotionComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCharacterMotionComponent() |
CharacterMotionComponent.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FProduceCharacterInput | TBaseDelegate_TwoParams< void, const int32, FCharacterMotionInputCmd & > | Forward input producing event to someone else (probably the owning actor) | CharacterMotionComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ProduceInputDelegate | FProduceCharacterInput | CharacterMotionComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddMaxMoveSpeed
(
float AdditiveMaxMoveSpeed |
CharacterMotionComponent.h | ||
void FinalizeFrame
(
const FCharacterMotionSyncState* SyncState, |
Take output for simulation. | CharacterMotionComponent.h | |
float GetMaxMoveSpeed() |
CharacterMotionComponent.h | ||
void InitializeSimulationState
(
FCharacterMotionSyncState* Sync, |
Seed initial values based on component's state. | CharacterMotionComponent.h | |
void ProduceInput
(
const int32 DeltaTimeMS, |
Get latest local input prior to simulation step. | CharacterMotionComponent.h | |
void RestoreFrame
(
const FCharacterMotionSyncState* SyncState, |
Restore a previous frame prior to resimulating. | CharacterMotionComponent.h | |
void SetMaxMoveSpeed
(
float NewMaxMoveSpeed |
CharacterMotionComponent.h |
Overridden from UBaseMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnBeginOverlap
(
UPrimitiveComponent* OverlappedComp, |
BeginOverlap has to be bound to a ufunction, so we have no choice but to bind here and forward into simulation code. Not ideal. | CharacterMotionComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void TickComponent
(
float DeltaTime, |
CharacterMotionComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitCharacterMotionSimulation
(
FCharacterMotionSimulation* Simulation |
CharacterMotionComponent.h |
Overridden from UNetworkPredictionComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeNetworkPredictionProxy() |
Network Prediction. | CharacterMotionComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static float GetDefaultMaxSpeed() |
CharacterMotionComponent.h |