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API > API/Plugins > API/Plugins/NetworkPredictionExtras
Inheritance Hierarchy
- UActorComponent
- UNetworkPredictionComponent
- UBaseMovementComponent
- UCharacterMotionComponent
- UMockCharacterAbilityComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/CharacterMotionComponent.h |
Include | #include "CharacterMotionComponent.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UCharacterMotionComponent : public UBaseMovementComponent
Remarks
ActorComponent for running CharacterMotion
Variables
Type | Name | Description | |
---|---|---|---|
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FCharacterMotionSimulation * | ActiveMovementSimulation | |
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TPimplPtr< FCharacterMotionSimulation > | OwnedMovementSimulation | |
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FProduceCharacterInput | ProduceInputDelegate |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddMaxMoveSpeed
(
float AdditiveMaxMoveSpeed |
|
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void | FinalizeFrame
(
const FCharacterMotionSyncState* SyncState, |
Take output for simulation. |
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float | ||
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float | ||
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void | InitCharacterMotionSimulation
(
FCharacterMotionSimulation* Simulation |
|
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void | Seed initial values based on component's state. | |
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void | ProduceInput
(
const int32 DeltaTimeMS, |
Get latest local input prior to simulation step. |
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void | RestoreFrame
(
const FCharacterMotionSyncState* SyncState, |
Restore a previous frame prior to resimulating. |
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void | SetMaxMoveSpeed
(
float NewMaxMoveSpeed |
|
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void | TickComponent
(
float DeltaTime, |
Overridden from UBaseMovementComponent
Type | Name | Description | |
---|---|---|---|
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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. |
Overridden from UNetworkPredictionComponent
Type | Name | Description | |
---|---|---|---|
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void | Network Prediction. |
Typedefs
Name | Description |
---|---|
FProduceCharacterInput | Forward input producing event to someone else (probably the owning actor) |