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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/ReplicatedState.h |
Include | #include "Engine/ReplicatedState.h" |
Syntax
USTRUCT ()
struct FRepMovement
Remarks
Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).
Variables
Type | Name | Description | |
---|---|---|---|
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FVector | Acceleration | Acceleration of component in world space. Only valid if bRepAcceleration is set. |
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FVector | AngularVelocity | Velocity of rotation for component (only valid if bRepPhysics is set) |
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uint8: 1 | bRepAcceleration | If set, additional acceleration data will be replicated. |
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uint8: 1 | bRepPhysics | If set, additional physic data (angular velocity) will be replicated. |
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uint8: 1 | bSimulatedPhysicSleep | If set, RootComponent should be sleeping. |
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FVector | LinearVelocity | Velocity of component in world space |
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FVector | Location | Location in world space |
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EVectorQuantization | LocationQuantizationLevel | Allows tuning the compression level for the replicated location vector. |
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FRotator | Rotation | Current rotation |
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ERotatorQuantization | RotationQuantizationLevel | Allows tuning the compression level for replicated rotation. |
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int32 | ServerFrame | Server physics step |
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int32 | ServerPhysicsHandle | ID assigned by server used to ensure determinism by physics. |
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EVectorQuantization | VelocityQuantizationLevel | Allows tuning the compression level for the replicated velocity vectors. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FRepMovement () |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CopyTo
(
FRigidBodyState& RBState, |
|
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void | FillFrom
(
const FRigidBodyState& RBState, |
|
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bool | NetSerialize
(
FArchive& Ar, |
|
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FVector | RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto local world origin value. |
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FVector | RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto an Actor's local world origin. |
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FVector | RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto local world origin value based on an actor component's world. |
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FVector | RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase local-origin position onto zero world origin value. |
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FVector | RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase an Actor's local-origin position onto zero world origin value. |
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FVector | RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase local-origin position onto zero world origin value based on an actor component's world. |
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bool | SerializeQuantizedVector
(
FArchive& Ar, |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator!=
(
const FRepMovement& Other |
|
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bool | operator==
(
const FRepMovement& Other |
Constants
Name | Description |
---|---|
EnableMultiplayerWorldOriginRebasing | True if multiplayer rebasing is enabled, corresponds to p.EnableMultiplayerWorldOriginRebasing console variable |