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API > API/Plugins > API/Plugins/NetworkPredictionExtras > API/Plugins/NetworkPredictionExtras/UMockCharacterAbilityComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockCharacterAbilitySimulation.h |
Include | #include "MockCharacterAbilitySimulation.h" |
Syntax
class FMockCharacterAbilityNotifyStateChange
Remarks
/ 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); Ability State and Notifications -This allows user code/blueprints to respond to state changes. -These values always reflect the latest simulation state -StateChange events are just that: when the state changes. They are not emitted from the sim themselves. -This means they "work" for interpolated simulations and are resilient to packet loss and crazy network conditions -That said, its "latest" only. There is NO guarantee that you will receive every state transition