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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.
| Name | UParametricMovementComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/ParametricMovement.h |
| Include Path | #include "ParametricMovement.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UParametricMovementComponent : public UBaseMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UNetworkPredictionComponent → UBaseMovementComponent → UParametricMovementComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UParametricMovementComponent() |
ParametricMovement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EnableInterpolationMode
(
bool bValue |
ParametricMovement.h |
|
|
void FinalizeFrame
(
const FParametricSyncState* SyncState, |
ParametricMovement.h | ||
void InitializeSimulationState
(
FParametricSyncState* SyncState, |
ParametricMovement.h | ||
void ProduceInput
(
const int32 SimTimeMS, |
ParametricMovement.h | ||
void RestoreFrame
(
const FParametricSyncState* SyncState, |
ParametricMovement.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
ParametricMovement.h | ||
virtual void TickComponent
(
float DeltaTime, |
ParametricMovement.h |
Protected
Overridden from UNetworkPredictionComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeNetworkPredictionProxy() |
ParametricMovement.h |