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ANetworkPredictionExtrasCharacter |
Sample pawn that uses UCharacterMotionComponent. |
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ANetworkPredictionExtrasCharacter_MockAbility |
Example subclass of ANetworkPredictionExtrasCharacter that uses the MockAbility simulation. |
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ANetworkPredictionExtrasFlyingPawn |
Sample pawn that uses UFlyingMovementComponent. |
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ANetworkPredictionExtrasFlyingPawn_MockAbility |
Example subclass of ANetworkPredictionExtrasFlyingPawn that uses the MockAbility simulation. |
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ANetworkPredictionExtrasGameMode |
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ANetworkPredictionExtrasGameState |
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FBaseMovementSimulation |
This provides a base for movement related simulations: moving an "UpdatedComponent" around the world. |
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FCharacterMotionAuxState |
Auxiliary state that is input into the simulation. |
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FCharacterMotionInputCmd |
State the client generates. |
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FCharacterMotionSimulation |
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FCharacterMotionSyncState |
State we are evolving frame to frame and keeping in sync. |
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FFloorTestResult |
Data about the floor for walking movement, used by CharacterMovementComponent. |
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FFlyingMovementAuxState |
Auxiliary state that is input into the simulation. |
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FFlyingMovementInputCmd |
State the client generates. |
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FFlyingMovementSimulation |
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FFlyingMovementSyncState |
State we are evolving frame to frame and keeping in sync. |
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FLogCategoryLogParametricMovement |
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FMockAbilityAuxState |
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FMockAbilityBlinkActivateCue |
Cue for blink activation (the moment the ability starts) |
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FMockAbilityBlinkCue |
Cue for blink (the moment the teleport happens) |
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FMockAbilityBlinkCue_ReplicatedNonPredicted |
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FMockAbilityBlinkCue_ReplicatedXOrPredicted |
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FMockAbilityBlinkCue_Strong |
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FMockAbilityBlinkCue_Weak |
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FMockAbilityCueSet |
The set of Cues the MockAbility simulation will invoke. |
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FMockAbilityInputCmd |
Mock Ability Simulation This is meant to illustrate how a higher level simulation can build off an existing one. |
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FMockAbilityPhysicsGunFireCue |
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FMockAbilitySimulation |
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FMockAbilitySyncState |
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FMockAuxState |
Auxiliary state that is input into the simulation. |
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FMockCharacterAbilityAuxState |
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FMockCharacterAbilityInputCmd |
MockCharacterAbilitySimulation definition |
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FMockCharacterAbilitySimulation |
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FMockCharacterAbilitySyncState |
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FMockCue |
A minimal Cue, emitted every 10 "totals" with a random integer as a payload. |
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FMockCueSet |
Set of all cues the Mock simulation emits. Not strictly necessary and not that helpful when there is only one cue (but using since this is the example real simulations will want to use) |
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FMockGrenadeExplodeCue |
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FMockInputCmd |
State the client generates. |
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FMockNetworkSimulation |
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FMockPhysicsAuxState |
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FMockPhysicsChargeCue |
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FMockPhysicsCueSet |
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FMockPhysicsGrenadeAuxState |
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FMockPhysicsInputCmd |
Making this a blueprint type to that it can be filled out by BPs. |
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FMockPhysicsJumpCue |
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FMockPhysicsSimulation |
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FMockRootMotionAuxState |
The aux state should hold state that does not frequently change. |
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FMockRootMotionInputCmd |
This is an initial prototype of root motion in the Network Prediction system. |
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FMockRootMotionReturnValue |
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FMockRootMotionSimulation |
The actual NetworkPrediction simulation code that implements root motion movement (root motion evaluation itself is done via IMockRootMotionSourceMap but the actual 'how to move thing given a delta' is done here) |
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FMockRootMotionStepParameters |
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FMockRootMotionSyncState |
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FMockSyncState |
State we are evolving frame to frame and keeping in sync. |
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FParametricAuxState |
Auxiliary state that is input into the simulation. |
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FParametricInputCmd |
State the client generates. |
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FParametricMovementModelDef |
NetworkedSimulation Model type |
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FParametricMovementSimulation |
The actual movement simulation |
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FParametricSyncState |
State we are evolving frame to frame and keeping in sync. |
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FRootMotionSourceCache |
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FSimpleParametricMotion |
Extremely simple struct for defining parametric motion. This is editable in UParametricMovementComponent's defaults, and also used by the simulation code. |
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FSpring |
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IMockRootMotionSourceMap |
This is the interface into "things that actually provide root motion". |
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INetworkPredictionExtrasModule |
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IRootMotionSourceStore |
Interface for managing instantiated root motion source objects. |
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TMockRootMotionSourceProxy |
Thing that goes in the aux state. |
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UBaseMovementComponent |
Base component for movement. |
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UCharacterMotionComponent |
ActorComponent for running CharacterMotion |
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UFlyingMovementComponent |
ActorComponent for running FlyingMovement |
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UMockCharacterAbilityComponent |
ActorComponent for running Mock Ability Simulation for CharacterMotion example |
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UMockFlyingAbilityComponent |
ActorComponent for running Mock Ability Simulation |
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UMockNetworkSimulationComponent |
ActorComponent for running a MockNetworkSimulation (implements Driver for the mock simulation) |
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UMockPhysicsComponent |
ActorComponent for running MockPhysicsSimulation |
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UMockPhysicsGrenadeComponent |
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UMockRootMotionComponent |
This component acts as the Driver for the FMockRootMotionSimulation It is essentially a standin for the movement component, and would be replaced by "new movement system" component. |
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UMockRootMotionSource |
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UMockRootMotionSource_Curve |
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UMockRootMotionSource_Montage |
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UMockRootMotionSource_MoveToLocation |
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UMockRootMotionSourceClassMap |
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UParametricMovementComponent |
ActorComponent for running basic Parametric movement. |
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