Navigation
API > API/Plugins > API/Plugins/NetworkPredictionExtras
Inheritance Hierarchy
- UActorComponent
- UNetworkPredictionComponent
- UBaseMovementComponent
- UCharacterMotionComponent
- UMockCharacterAbilityComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockCharacterAbilitySimulation.h |
Include | #include "MockCharacterAbilitySimulation.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockCharacterAbilityComponent : public UCharacterMotionComponent
Remarks
ActorComponent for running Mock Ability Simulation for CharacterMotion example
Variables
Type | Name | Description | |
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FMockCharacterAbilitySimulation * | ActiveAbilitySimulation | |
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FMockCharacterAbilityBlinkCueEvent | OnBlinkActivateEvent | |
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FMockCharacterAbilityBlinkCueRollback | OnBlinkActivateEventRollback | |
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FMockCharacterAbilityNotifyStateChange | OnBlinkStateChange | Notifies when Blink Changes. |
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FMockCharacterAbilityNotifyStateChange | OnDashStateChange | Notifies when Dash state changes. |
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FMockCharacterAbilityNotifyStateChange | OnJumpStateChange | Notifies when Jump Changes. |
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FMockCharacterAbilityNotifyStateChange | OnSprintStateChange | Notifies when Sprint state changes. |
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TPimplPtr< FMockCharacterAbilitySimulation > | OwnedAbilitySimulation | |
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FProduceMockCharacterAbilityInput | ProduceInputDelegate |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | FinalizeFrame
(
const FMockCharacterAbilitySyncState* SyncState, |
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float | ||
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float | ||
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float | GetStamina () |
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void | InitializeSimulationState
(
FMockCharacterAbilitySyncState* SyncState, |
|
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void | InitMockCharacterAbilitySimulation
(
FMockCharacterAbilitySimulation* Simulation |
|
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bool | IsBlinking () |
Are we currently in the blinking (startup) state. |
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bool | IsDashing () |
Are we currently in the dashing state. |
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bool | IsJumping () |
Are we currently in the jumping state. |
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bool | IsSprinting () |
Are we currently in the sprinting state. |
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void | ProduceInput
(
const int32 SimTimeMS, |
Overridden from UNetworkPredictionComponent
Type | Name | Description | |
---|---|---|---|
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void | Network Prediction. |
Classes
Type | Name | Description | |
---|---|---|---|
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FMockCharacterAbilityBlinkCueEvent | Blueprint assignable events for blinking. This allows the user/blueprint to implement rollback-able events. | |
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FMockCharacterAbilityBlinkCueRollback | ||
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FMockCharacterAbilityNotifyStateChange | / NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityBlinkCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityPhysicsGunFireCue& FireCue, const FNetSimCueSystemParamemters& SystemParameters); |
Typedefs
Name | Description |
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FProduceMockCharacterAbilityInput |