Navigation
Unreal Engine C++ API Reference > Plugins > NetworkPredictionExtras
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UNetworkPredictionComponent
- UBaseMovementComponent
- UCharacterMotionComponent
- UMockCharacterAbilityComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockCharacterAbilitySimulation.h |
Include | #include "MockCharacterAbilitySimulation.h" |
Syntax
UCLASS&40;BlueprintType, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UMockCharacterAbilityComponent : public UCharacterMotionComponent
Remarks
ActorComponent for running Mock Ability Simulation for CharacterMotion example
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
FMockCharacterAbilitySimulation * | ActiveAbilitySimulation | |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityBlinkCueEvent | OnBlinkActivateEvent | |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityBlinkCueRollback | OnBlinkActivateEventRollback | |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityNotifyStateChange | OnBlinkStateChange | Notifies when Blink Changes. |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityNotifyStateChange | OnDashStateChange | Notifies when Dash state changes. |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityNotifyStateChange | OnJumpStateChange | Notifies when Jump Changes. |
![]() ![]() ![]() ![]() |
FMockCharacterAbilityNotifyStateChange | OnSprintStateChange | Notifies when Sprint state changes. |
![]() |
TPimplPtr< FMockCharacterAbilitySimulation > | OwnedAbilitySimulation | |
![]() |
FProduceMockCharacterAbilityInput | ProduceInputDelegate |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
DECLARE_DYNAMIC_MULTICAST_DELEGATE
(
FMockCharacterAbilityBlinkCueRollback |
||
![]() |
* | DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam
(
FMockCharacterAbilityNotifyStateChange, |
Ability State and Notifications -This allows user code/blueprints to respond to state changes. |
![]() |
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams
(
FMockCharacterAbilityBlinkCueEvent, |
Blueprint assignable events for blinking. This allows the user/blueprint to implement rollback-able events. | |
![]() ![]() |
void | FinalizeFrame
(
const FMockCharacterAbilitySyncState* SyncState, |
|
![]() ![]() ![]() ![]() |
float | ||
![]() ![]() ![]() ![]() |
float | ||
![]() ![]() ![]() ![]() |
float | GetStamina () |
|
![]() |
void | HandleCue
(
const FMockCharacterAbilityBlinkCue& BlinkCue, |
/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /** |
![]() |
void | HandleCue
(
const FMockCharacterAbilityPhysicsGunFireCue& FireCue, |
/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /** |
![]() ![]() |
void | InitializeSimulationState
(
FMockCharacterAbilitySyncState* SyncState, |
|
![]() |
void | InitMockCharacterAbilitySimulation
(
FMockCharacterAbilitySimulation* Simulation |
|
![]() ![]() ![]() ![]() |
bool | IsBlinking () |
Are we currently in the blinking (startup) state. |
![]() ![]() ![]() ![]() |
bool | IsDashing () |
Are we currently in the dashing state. |
![]() ![]() ![]() ![]() |
bool | IsJumping () |
Are we currently in the jumping state. |
![]() ![]() ![]() ![]() |
bool | IsSprinting () |
Are we currently in the sprinting state. |
![]() ![]() |
void | ProduceInput
(
const int32 SimTimeMS, |
Overridden from UNetworkPredictionComponent
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Network Prediction. |
Typedefs
Name | Description |
---|---|
FProduceMockCharacterAbilityInput |