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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FNetworkPhysicsData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 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 |
CompareData(const FNetworkPhysicsData &)
Description
Define how to compare client and server data for the same frame, returning false means the data differ enough to trigger a resimulation.
| Name | CompareData |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
virtual bool CompareData
(
const FNetworkPhysicsData & PredictedData
)
Parameters
| Name | Remarks |
|---|---|
| PredictedData | is data predicted on the client to compare with the current data received from the server. NOTE: To use this function, CVars np2.Resim.CompareStateToTriggerRewind and/or np2.Resim.CompareInputToTriggerRewind needs to be set to true or the equivalent settings overridden on the actor via UNetworkPhysicsSettingsComponent. |
CompareData(const FNetworkPhysicsPayload &)
Description
Define how to compare client and server data for the same frame, returning false means the data differ enough to trigger a resimulation.
| Name | CompareData |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
virtual bool CompareData
(
const FNetworkPhysicsPayload & PredictedData
) const
Parameters
| Name | Remarks |
|---|---|
| PredictedData | is data predicted on the client to compare with the current data received from the server. NOTE: To use this function, CVars np2.Resim.CompareStateToTriggerRewind and/or np2.Resim.CompareInputToTriggerRewind needs to be set to true or the equivalent settings overridden on the actor via UNetworkPhysicsSettingsComponent. |