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API > API/Plugins > API/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 |