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API > API/Plugins > API/Plugins/NetworkPredictionExtras
Inheritance Hierarchy
- UActorComponent
- UNetworkPredictionComponent
- UBaseMovementComponent
- UParametricMovementComponent
References
Module | NetworkPredictionExtras |
Header | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/ParametricMovement.h |
Include | #include "ParametricMovement.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UParametricMovementComponent : public UBaseMovementComponent
Remarks
ActorComponent for running basic Parametric movement. Parametric movement could be anything that takes a Time and returns an FTransform.
Initially, we will support pushing (ie, we sweep as we update the mover's position). But we will not allow a parametric mover from being blocked.
Variables
Type | Name | Description | |
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bool | bDisableParametricMovementSimulation | Temp Parametric movement example The essence of this movement simulation is to map some Time value to a transform. |
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bool | bEnableDependentSimulation | |
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bool | bEnableForceNetUpdate | Calls ForceNetUpdate every frame. |
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bool | bEnableInterpolation | |
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TPimplPtr< FParametricMovementSimulation > | OwnedParametricMovementSimulation | |
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FSimpleParametricMotion | ParametricMotion | |
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float | ParentNetUpdateFrequency | Sets NetUpdateFrequency on parent. |
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TOptional< float > | PendingPlayRate |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | BeginPlay () |
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void | EnableInterpolationMode
(
bool bValue |
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void | FinalizeFrame
(
const FParametricSyncState* SyncState, |
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void | InitializeSimulationState
(
FParametricSyncState* SyncState, |
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void | ProduceInput
(
const int32 SimTimeMS, |
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void | RestoreFrame
(
const FParametricSyncState* SyncState, |
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void | TickComponent
(
float DeltaTime, |
Overridden from UNetworkPredictionComponent
Type | Name | Description | |
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void | Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister. |