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END Iris Compliant Data Base network physics data that will be used by physics
| Name | FNetworkPhysicsData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
Syntax
USTRUCT ()
struct FNetworkPhysicsData : public FNetworkPhysicsPayload
Inheritance Hierarchy
- FNetworkPhysicsPayload → FNetworkPhysicsData
Derived Classes
FNetworkPhysicsData derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNetworkPhysicsData
(
const FNetworkPhysicsData& |
Physics/NetworkPhysicsComponent.h | ||
| Physics/NetworkPhysicsComponent.h | |||
PRAGMA_DISABLE_DEPRECATION_WARNINGS FNetworkPhysicsData () |
Physics/NetworkPhysicsComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNetworkPhysicsData() |
Physics/NetworkPhysicsComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DeltaSourceData | FNetworkPhysicsData * | Pointer to a previous FNetworkPhysicsData which is valid during NetSerialize() to be used for delta serialization | Physics/NetworkPhysicsComponent.h | |
| ImplementationComponent | TStrongObjectPtr< UActorComponent > | Thread safe pointer to the UActorComponent that implements the derived type of this data Note: This pointer can be accessed on both Game Thread and Physics Thread but you still need to ensure the read and write calls inside the UActorComponent are thread safe. | Physics/NetworkPhysicsComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyData
(
UActorComponent* NetworkComponent |
Apply the data onto the network physics component. | Physics/NetworkPhysicsComponent.h | |
virtual void BuildData
(
const UActorComponent* NetworkComponent |
Build the data from the network physics component. | Physics/NetworkPhysicsComponent.h | |
void ClearDeltaSourceData() |
Physics/NetworkPhysicsComponent.h | ||
void ClearImplementationComponent() |
Physics/NetworkPhysicsComponent.h | ||
virtual bool CompareData
(
const FNetworkPhysicsData& PredictedData |
Define how to compare client and server data for the same frame, returning false means the data differ enough to trigger a resimulation. | Physics/NetworkPhysicsComponent.h | |
virtual void InterpolateData
(
const FNetworkPhysicsData& MinData, |
Define how to interpolate between two data points if we have a gap between known data. | Physics/NetworkPhysicsComponent.h | |
virtual void MergeData
(
const FNetworkPhysicsData& FromData |
Define how to merge data together | Physics/NetworkPhysicsComponent.h | |
void SerializeFrames
(
FArchive& Ar |
Serialize the data into/from the archive. | Physics/NetworkPhysicsComponent.h | |
void SetDeltaSourceData
(
FNetworkPhysicsData* IntDeltaSourceData |
Physics/NetworkPhysicsComponent.h | ||
void SetImplementationComponent
(
UActorComponent* InImplementationComponent |
Physics/NetworkPhysicsComponent.h | ||
void SetImportant
(
bool bIsImportant |
Set if this data is important(replicated reliably) or unimportant(replicated unreliably) NOTE: Default is to handle all inputs as unimportant, while one time events can be marked as important. | Physics/NetworkPhysicsComponent.h | |
virtual void ValidateData
(
const UActorComponent* NetworkComponent |
Validate data received on the server from clients EXAMPLE: Validate incoming inputs from clients and correct any invalid input commands. | Physics/NetworkPhysicsComponent.h |
Overridden from FNetworkPhysicsPayload
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CompareData
(
const FNetworkPhysicsPayload& PredictedData |
Define how to compare client and server data for the same frame, returning false means the data differ enough to trigger a resimulation. | Physics/NetworkPhysicsComponent.h | |
virtual const FString DebugData() |
Return string with custom debug data | Physics/NetworkPhysicsComponent.h | |
virtual void DecayData
(
float DecayAmount |
Use to decay desired data during resimulation if data is forward predicted. | Physics/NetworkPhysicsComponent.h | |
virtual void DoInterpolateData
(
const FNetworkPhysicsPayload& MinData, |
Base API Wrapper | Physics/NetworkPhysicsComponent.h | |
virtual void InterpolateData
(
const FNetworkPhysicsPayload& MinData, |
Define how to interpolate between two data points if we have a gap between known data. | Physics/NetworkPhysicsComponent.h | |
virtual void MergeData
(
const FNetworkPhysicsPayload& FromData |
Define how to merge data together | Physics/NetworkPhysicsComponent.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Physics/NetworkPhysicsComponent.h | |||
FNetworkPhysicsData & operator=
(
const FNetworkPhysicsData& |
Physics/NetworkPhysicsComponent.h | ||
bool operator==
(
const FNetworkPhysicsData& Other |
Physics/NetworkPhysicsComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InputFrame_DEPRECATED | int32 | InputFrame is no longer replicated or used. Use bDataAltered to check if an input has been altered | Physics/NetworkPhysicsComponent.h |
|