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ActorComponent for running MockPhysicsSimulation
| Name | UMockPhysicsComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockPhysicsComponent.h |
| Include Path | #include "MockPhysicsComponent.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockPhysicsComponent : public UBaseMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UNetworkPredictionComponent → UBaseMovementComponent → UMockPhysicsComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMockPhysicsComponent() |
MockPhysicsComponent.h |
Classes
| Name | Remarks |
|---|---|
| FMockPhysicsNotifyStateChange | Charge (not a Cue event, just state) |
| FPhysicsChargeCueEvent | |
| FPhysicsJumpCueEvent | Assignable delegates chosen so that owning actor can implement in BPs. May not be the best choice for all cases. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FProduceMockPhysicsInput | TBaseDelegate_TwoParams< void, const int32, FMockPhysicsInputCmd & > | Forward input producing event to someone else (probably the owning actor) | MockPhysicsComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsCharging | bool | Currently charging up charge attack. | MockPhysicsComponent.h |
|
| OnChargeActivatedEvent | FPhysicsChargeCueEvent | MockPhysicsComponent.h |
|
|
| OnChargeStateChange | FMockPhysicsNotifyStateChange | MockPhysicsComponent.h |
|
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| OnJumpActivatedEvent | FPhysicsJumpCueEvent | MockPhysicsComponent.h |
|
|
| PendingInputCmd | FMockPhysicsInputCmd | Next local InputCmd that will be submitted. This is just one way to do it. | MockPhysicsComponent.h |
|
| ProduceInputDelegate | FProduceMockPhysicsInput | MockPhysicsComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinalizeFrame
(
const void* SyncState, |
Take output for simulation. | MockPhysicsComponent.h | |
void HandleCue
(
const FMockPhysicsJumpCue& JumpCue, |
MockPhysicsComponent.h | ||
void HandleCue
(
const FMockPhysicsChargeCue& ChargeCue, |
MockPhysicsComponent.h | ||
void InitializeSimulationState
(
const void* Sync, |
Seed initial values based on component's state. | MockPhysicsComponent.h | |
void ProduceInput
(
const int32 DeltaTimeMS, |
Get latest local input prior to simulation step. | MockPhysicsComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitMockPhysicsSimulation
(
FMockPhysicsSimulation* Simulation |
MockPhysicsComponent.h |
Overridden from UNetworkPredictionComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeNetworkPredictionProxy() |
Network Prediction. | MockPhysicsComponent.h |