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| Name | FNetworkPhysicsSettingsNetworkPhysicsComponent |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsSettingsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsSettingsComponent.h" |
Syntax
USTRUCT ()
struct FNetworkPhysicsSettingsNetworkPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNetworkPhysicsSettingsNetworkPhysicsComponent() |
Physics/NetworkPhysicsSettingsComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowInputExtrapolation | bool | Overrides CVar: np2.Resim.AllowInputExtrapolation When true and not locally controlled, allow inputs to be extrapolated from last known and if there is a gap allow interpolation between two known inputs. | Physics/NetworkPhysicsSettingsComponent.h |
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| bApplyDataInsteadOfMergeData | bool | Overrides CVar: np2.Resim.ApplyDataInsteadOfMergeData When true, call ApplyData for each data instead of MergeData when having to use multiple data entries in one frame. | Physics/NetworkPhysicsSettingsComponent.h |
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| bApplySimProxyInputAtRuntime | bool | Overrides CVar: np2.Resim.ApplySimProxyInputAtRuntime When true, call ApplyData on received inputs for simulated proxies at runtime. | Physics/NetworkPhysicsSettingsComponent.h |
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| bApplySimProxyStateAtRuntime | bool | Overrides CVar: np2.Resim.ApplySimProxyStateAtRuntime When true, call ApplyData on received states for simulated proxies at runtime. | Physics/NetworkPhysicsSettingsComponent.h |
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| bCompareInputToTriggerRewind | bool | Overrides CVar: np2.Resim.CompareInputToTriggerRewind When true, compare local predicted FNetworkPhysicsData input with incoming server input to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData. | Physics/NetworkPhysicsSettingsComponent.h |
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| bCompareStateToTriggerRewind | bool | Overrides CVar: np2.Resim.CompareStateToTriggerRewind When true, cache local FNetworkPhysicsData state in rewind history and compare the predicted state with incoming server state to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData. | Physics/NetworkPhysicsSettingsComponent.h |
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| bCompareStateToTriggerRewindIncludeSimProxies | bool | Overrides CVar: np2.Resim.CompareStateToTriggerRewind.IncludeSimProxies When true, include simulated proxies when np2.Resim.CompareStateToTriggerRewind is enabled. | Physics/NetworkPhysicsSettingsComponent.h |
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| bEnableReliableFlow | bool | Overrides CVar: np2.Resim.EnableReliableFlow EXPERIMENTAL When true, allow data to be sent reliably. Also send FNetworkPhysicsData marked with FNetworkPhysicsData::bimportant reliably over the network. | Physics/NetworkPhysicsSettingsComponent.h |
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| bEnableUnreliableFlow | bool | Overrides CVar: np2.Resim.EnableUnreliableFlow When true, allow data to be sent unreliably. Also sends FNetworkPhysicsData not marked with FNetworkPhysicsData::bimportant unreliably over the network. | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideAllowInputExtrapolation | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideApplyDataInsteadOfMergeData | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideApplySimProxyInputAtRuntime | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideApplySimProxyStateAtRuntime | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverridebCompareStateToTriggerRewindIncludeSimProxies | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideCompareInputToTriggerRewind | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideCompareStateToTriggerRewind | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideEnableReliableFlow | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideEnableUnreliableFlow | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideRedundantInputs | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideRedundantRemoteInputs | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideRedundantStates | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bOverrideValidateDataOnGameThread | uint32 | Physics/NetworkPhysicsSettingsComponent.h |
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| bValidateDataOnGameThread | bool | Overrides CVar: np2.Resim.ValidateDataOnGameThread When true, perform server-side input validation through FNetworkPhysicsData::ValidateData on the Game Thread. If false, perform the call on the Physics Thread. | Physics/NetworkPhysicsSettingsComponent.h |
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| InputDecayCurve | FRuntimeFloatCurve | Curve for input decay during resimulation if input is being reused. | Physics/NetworkPhysicsSettingsComponent.h |
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| RedundantInputs | uint16 | Overrides CVar : np2.Resim.RedundantInputs How many extra inputs to send with each unreliable network message, to account for packetloss.From owning client to server and server to owning client. | Physics/NetworkPhysicsSettingsComponent.h |
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| RedundantRemoteInputs | uint16 | Overrides CVar: np2.Resim.RedundantRemoteInputs How many extra inputs to send with each unreliable network message, to account for packetloss. From Server to remote clients. | Physics/NetworkPhysicsSettingsComponent.h |
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| RedundantStates | uint16 | Overrides CVar: np2.Resim.RedundantStates How many extra states to send with each unreliable network message, to account for packetloss. From Server to remote clients. | Physics/NetworkPhysicsSettingsComponent.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const bool GetAllowInputExtrapolation() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetApplyDataInsteadOfMergeData() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetApplySimProxyInputAtRuntime() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetApplySimProxyStateAtRuntime() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetCompareInputToTriggerRewind
(
const bool bDefaultValue |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetCompareInputToTriggerRewind () |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetCompareStateToTriggerRewind () |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetCompareStateToTriggerRewind
(
const bool bDefaultValue |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetCompareStateToTriggerRewindIncludeSimProxies
(
const bool bDefaultValue |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetEnableReliableFlow() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetEnableUnreliableFlow() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const FRuntimeFloatCurve & GetInputDecayCurve() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const uint16 GetRedundantInputs() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const uint16 GetRedundantRemoteInputs() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const uint16 GetRedundantStates() |
Physics/NetworkPhysicsSettingsComponent.h | ||
const bool GetValidateDataOnGameThread() |
Physics/NetworkPhysicsSettingsComponent.h |